For those looking for the font I used for the titles and headings. and Propagandor for their comments and encouragement.ea. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. were fantastic games that begged to be explored. rescuing colonists. Matthew Gooding (Reaganstorme) May 2012
ACKNOWLEGDEMENTS
I would like to thank the creators of Diaspora. Special thanks goes out to my playtesters. Some text has been taken from the Diaspora System Reference Document. PolkaNinja. James the Dark. others left as blank slates. HumAnoydd. Assembling a group of champions. Mass Effect 2 and 3. Silent Wayfarer.vsca. don‘t be afraid to make up your own versions. and more. I hope you find this document useful. despite the available scope of the setting. I first had to find a system that could do it justice. Darth Illithid. fellow RPG.Introduction
Welcome to the updated version of my first attempt at system hacking. it‘s a freeware font called Slider. but if some of the sample aspects. battling synthetic intelligences. which can be found here: http://www. Bioware’s Mass Effect and its sequels.html. Their home page can be found here: http://www. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. Murray (Halfjack). As you can imagine. Mass Effect told the story of a group of civilisations about to meet their doom. the player trekked across the game setting exploring uncharted worlds. Travellingdave.
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. prototype00. EonTrinity. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. Barbacobra. That‘s where VSCA Publishing’s Diaspora comes in. and are used in this document with Fair Use intent. and Stacie_gmrgrl. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. What you see here is the culmination of my efforts to blend the two. Also. and can be found in their fantastic completeness here: http://masseffect. stunts. gear or mods don‘t quite suit your game.net members Stevenls. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds.com/. I acknowledge that Mass EffectTM and all related races.TTF. Yook.wikia.net. zircher. Introduced to Diaspora by friends on RPG.com/. and that you undertake and enjoy the adventures that are waiting for you. Some things were hinted at. the process of taking an established setting and creating.ca/Diaspora/diaspora-srd. Bioware could only put so much into the game.0a (see page 90). ChopSockey. and are not meant to challenge ownership of such ideas. chiefly Brad J. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. Please see the Licence section for further details. I realised I had found a game system that would suit my needs. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License.

subtract the -s. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. in which a player roll is compared against a referee roll.46 16/81 19. A Fudge die is a d6.24 -3 4/81 4. You roll your set of four fudge dice. These mini-games are: * Cluster Creation * Character Creation * Personal Combat * Space Combat * Platoon Combat All conflicts in Diaspora are resolved using the FATE mechanics as elaborated in Spirit of the Century and available from the System Reference Document for that game. yielding a range from -4 to +4. which might be someone else's roll or might be a level imposed by the referee.
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. This yields a particular curve. you could treat 1-2 as -. and 5-6 as +.75 0 1 2 3 4 19/81 23. two faces marked +. 3-4 as blank. available on the Internet. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. Since an apex Skill is at level 5. Aspects.The DIASPORA Mini-Games
Diaspora is a set of mini-games. You add up the +s. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. successes and difficulties are rated by numbers or by the terms on the Ladder. and two faces blank. with two faces marked -. around which the game is built.35 4/81 4. when all things are considered. you add an appropriate skill. and other elements from the FATE system but they each have other distinctions. it is often the difference between two rolls that might determine the quality of success. Refer to the provided links if you wish further clarification of any rules based information. and you have a total. with better chances for extreme results. If one is looking for appropriate adjectives to describe an action. Treating the -5 and 5 results as zero keeps the expected range though. The words are only applicable directly when a single character acts. are single digits. results of 7 against 5 represent a decent success. which yields a result between -4 and +4. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional.95 -2 10/81 12. in an opposed roll.35 -1 16/81 19. and then you compare against some difficulty level. most numbers in the game. Each of these use fate dice. in that the term Fair is replaced by Decent. Our Ladder here is slightly different from the Spirit of the Century Ladder.75 10/81 12. So.95 1/81 1.
THE LADDER
+8: Legendary +7: Epic +6: Fantastic +5: Superb +4: Great +3: Good +2: Decent +1: Average +0: Mediocre -1: Poor -2: Terrible In FATE. through the invocation of Aspects. While higher numbers are possible. this is functionally the same as rolling 4d3-8.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. Without special dice.
FUDGE DICE
4dF in statistics roll odds % -4 1/81 1.

An advanced hybrid race of sentient synthetic/organic warships. It is most prominently used to enable faster-than-light space travel.
ELEMENT ZERO AND THE MASS EFFECT
Element Zero ("Eezo") When subjected to an electrical current. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. commercial fusion torch. with a few catches. The Citadel. Navigation is only possible between relays. Very massive ships or very high speeds are prohibitively expensive. and their focus. the rare material dubbed element zero. By leaving the mass relays. These routes are only able to be navigated using space ships with special Element Zero power cores. from generating artificial gravity to manufacturing highstrength construction materials. all currently discovered uses for element zero based effects generate a heat debt that must be managed. With only a core. the idea of technological advancement to the point of collapse is here.The MASS EFFECT Premise
SETTING BACKGROUND
Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. This effectively raises the speed of light within the mass effect field. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. In anticipation of intelligent life reaching for the stars. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. behind them when they again leave for millennia. The amount of element zero and power required for a drive increases exponentially to the mass being moved and the degree it is being lightened. skilled navigators are able to propel the ships light-years in only a few hours. allowing higher rates of acceleration. a ship has no motive power. the Reapers wait for the coded signal from their keepers that technology is progressing. dubbed the Protheans. the last great technological society. In fact. They discovered that in the dark spaces between galaxies. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. slumbering in hibernation. and the heat debt acquired by interstellar travel. the Reapers provide the building blocks for their next harvest. are not in-fact the creators of the mass relays scattered through the galaxy. or military antiproton drive) in addition to the FTL drive core. as are limited FTL routes.
Starships still require conventional thrusters (chemical rockets. or "eezo". In particular.000 years ago. This "mass effect" is used in countless ways. emits a dark energy field that raises or lowers the mass of all objects within it. The last such galactic extinction event happened approximately 50. and the usages of their Element Zero based technologies.
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. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. economy ion engine. allowing high speed travel with negligible relativistic time dilation effects. Using the energy field created by the mass relays. allowing them to tap into dark energies to reduce their mass. and that the time to feed has come again.
In the Mass Effect setting. were the Reapers.

we see the presence of technology everywhere. This still gives us plenty of conflict to game. and each system can have several planetary systems reachable by ships. High-mass fields create artificial gravity and push space debris away from vessels. Ubiquitous Technology In the games. and we never see any nontechnical races competing for resources. but all Biotics are sensitive to the presence of mass effect fields. So. and cybernetic implants. driving the Quarians from their homeworld and taking over. while high mass compaction creates dense. low-mass fields permit the creation of evenlyblended alloys. many Biotics can also create and manipulate their own mass effect fields. In manufacturing. In space. The least developed of the races is humanity. the slipstreams become the links between the mass relays. This reflects back to the Cluster generation mini-game quite easily. and both are susceptible to combat hacking. as with regular Diaspora T4 societies.
Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. Some Biotics' talents are not strong enough to be offensively viable. The stronger the current. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. The human Systems Alliance M35 Mako Infantry Fighting Vehicle's small element zero core can reduce the vehicle's mass enough to allow a safe drop from an orbiting spacecraft such as the SSV Normandy. The Geth are a prime example of the doom that is pending with the development of AIs. the greater the magnitude of the dark energy mass effect. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. and protect starships in planetary orbit or during space battles. this charge must be grounded at regular intervals. the enormous excess energy shed in the form of lethal Cherenkov radiation. With a negative current. It also means that most weaponry will be energy weapons. For Biotics. personal networks are everywhere. mass is increased.If the field collapses while the ship is moving at faster-than-light speeds. but can produce impressive offensive or defensive effects. it's much more efficient to use the mass relays to navigate the galaxy.
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. who have jump started their technological creations and exploit Element Zero and mass effects themselves. amongst a variety of other effects. mass is decreased. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. With a positive current. sturdy construction materials. either by touching a planet surface or interacting with a planet's geomagnetic field. whilst limited FTL is possible. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. to prevent the electricity discharging into the hull and causing catastrophic damage. The ship is snapped back to sublight velocity. the effects are catastrophic.
Whilst there are still advances to be made. and plenty of scientific secrets still to be discovered. The military makes extensive use of mobility enhancing technologies. Even colonists have access to advanced tech. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. the world of Mass Effect is on the brink of imminent collapse. This requires intensive training. When the table sits down to create the cluster. this manifests as an occasional static shock when they touch metal or other people. In starship drive cores.

At this level of order. so whilst today's criminal ganglords might provide some measure of stability. licensing and policing of those granted licences are the primary methods of keeping order. Example – The Zhu‘s Hope colony on the world of Feros O-2: Establishment Research stations and other corporate facilities often require places where they control exactly which rules they choose to follow. weapons. O+0: Stability Those employed to look after the public generally do. controlled or illegal narcotics. there are multiple layers of bureaucracy. or other associate species of the Council. validation. I've picked ORDER. Example – The world of Illium. to the totally controlled centre of galactic politics. where slaves. O+1: Progress Typically touted as a fair system for all. revocation and enforcement of many activities. period. although there are still those willing and able to rort the system without bringing too much attention to themselves. representing a very minimal structure of a handful of people at most. Example – The Citadel
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. all exploited by those wanting to work around them. and those who commit crime and are caught generally face the appropriate penalties. What started as measures to protect the public good are beginning to become quite restrictive. we need a new stat to represent variances between worlds. those in charge are more concerned with their own power than in serving the public interest. There's plenty of variance in the levels of Order in societies during the missions in the game. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. the rules and restrictions are beginning to pile up. the Citadel. Any sufficiently charismatic or forceful individual can set whatever rules they like. systems and societies. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. Example – Any homeworld of the Council races. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. tomorrow's gang leaders may die in a hail of blaster fire.Cluster Creation Mini-Game Changes
NEW SYSTEM STAT: ORDER
Due to the universally high level of access to technology. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. Example – The completely corporate and privatised world of Noveria. O-1: Corruption Whilst relatively stable. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. Life is strictly survival-of-the-fittest. O+2: Licensed At this level of order. and all manner of other restricted goods are available for sale. from the relatively lawless Omega. There is a substantial administration system geared towards the issue. verification. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here.

Some of the racial backgrounds described on the following pages should not be taken as options for player characters as they are more suitable for use as antagonists or in social interactions. and Stunts that would be more common in the race than in humans. Here's the relevant text from the authors that I used to help create the following racial outlines: Formulating a non-human race (or converting one from another source) may then be framed in terms of general statements that are applicable when measured against a normal human. After all. but are included in this section for completeness. They may suggest some Skills should be higher than others. Chapter 9 .Making it Work.Character Creation Mini-Game Changes
RACIAL BACKGROUNDS
As well as some similarities in premise to Diaspora. Page 221) There are fifteen racial backgrounds in Mass Effect. Aspects. including baseline humans. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. New Concepts Helpfully found under the heading Non-Human Races in the SRD are the suggested ways of introducing non-human races to the Diaspora format. “anything should be able to be modelled with an appropriate balance of Skills. Mass Effect also has quite a few variations from the base outlines. (Diaspora. or that some should be lower. There are some suggestions on how to model variances to the Diaspora setting in the SRD. These differences form the mechanical description of the race. and Stunts”. I‘ve incorporated two of them: new races and special powers.
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. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. as the SRD states. and of those ideas.

As such. A very long lived race. and Biotic talent. but often have good charm or intimidation ranks. Fortunately. Asari have had a long time to develop many other skills. and when focused on building their martial abilites are fearsome huntresses. mercenaries. diplomacy. Reflecting their physical attributes. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. and their education
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. and some all of them at somepoint in their life. a hunter's eye. Asari typically have the Agility skill quite high.Asari
from that point is dedicated to sharpening their mind and body for that sole purpose. Asari have been bartenders and dancers. but taking ranks in Biotic training is optional. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. they possess an alarming proficiency for killing. not all develop their skills. Huntresses fight individually or in pairs. diplomats and warriors. a huntress is practically unbeatable. native to the planet Thessia. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. Asari can be found in all walks of life. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. When they retire. Politically minded Asari will have good arts. possessing profound tactical insight. traders. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. depending on the tactics preferred in their town. and as such often have the resolve skill. are often considered the most powerful and respected sentient species in the known galaxy. Asari choose to be warriors at a young age. develop their stealth and close combat skills as huntresses. and to discover and inhabit the Citadel." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. there are not many of them.
The Asari. Biotics are common enough that some capability is a requirement to be trained as a huntress. Asari characters must take the Natural Biotic stunt. and a dancer's grace and alacrity. The Asari were instrumental in proposing and founding the Citadel Council. lack of Biotic talent excludes a young Asari from military service. One-on-one. and usually have at least one space skill. bureaucracy. Out of physical combat. culture/tech. Asari characters favour a few skills over others. and some kind of profession. Whilst they are natural Biotics. and have been at the heart of galactic society ever since.

preferencing vanguard and sentinel packages. make Batarian counter-culture rebels almost impossible to find. It is not known what the average Batarian thinks about their enforced isolation. negotiations with a Batarian are likely to be conducted at gunpoint. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. though in more lawless regions of the galaxy like Omega. and have high combat and intimidation. despite the fact that their exile is largely self-imposed. Their government. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. Batarians place an extremely high value on social caste and appearance. They have a reputation for being shrewd businessmen and merchants. Their shock troopers are known to be Biotically talented. When humans began to colonise the Skyllian Verge.
Almost universally despised. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. a region the Batarians were already actively settling. Rogue Batarian slave rings are feared throughout the galaxy. The Council refused. is still hostile to the Systems Alliance. The indoctrination by their govenment and caste systems. becoming an inward-looking rogue state. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. despite being illegal according to Council law. as well as the threat of slavery by their own kind. Given the Batarian government's oppressive nature. fuelling the stereotype of the Batarian thug. and related skills such as demolitions and tactics. but beneath the notice of the powerful Council races. The rest of the galaxy views the Batarians as an ignorable problem. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. Batarians strongly believe that species with less than four eyes are less intelligent. It should be noted that these criminals do not represent average citizens. who are forbidden to leave Batarian space by their omnipresent and paranoid government. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. known as the Batarian Hegemony. especially among colonists.Batarians
Slavery is an integral part of the Batarian caste system.
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. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. it is speculated their supreme leadership is autocratic or totalitarian in nature. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". Casting aspersions on the monetary worth of a social better is considered a serious insult. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. and overstepping one's place is frowned upon.

Amongst themselves. as well as all space and combat skills. These recalls are so vivid and detailed that some Drell may mistake it for reality. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. alertness. had established a regular trade route to the Citadel. Drell have quite a few physical skills due to their harsh development. such as demolitions. within a single lifetime. drinkable water and prey migration paths) across vast distances. the Elcor discovered the closest mass relay and. They are massive creatures. The Drell possess eidetic memory. though they still have to share an embassy with the Volus. resolve. The Elcor quickly became one of the more prominent species in Citadel space. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. an evolved response to an environment where a fall can be lethal. but primarily ones that involve physical tasks. scent.
The Elcor are native to the high-gravity world Dekuuna. With their help. This process can be involuntary. Their Compact with the Hanar allows them to develop many other skills. few turn down the offer. Any Drell may refuse to serve. which the Drell fulfill by taking on tasks that the Hanar find difficult. so many have high ranks in agility. The Elcor were just making their first forays into space travel when the Asari made contact with them. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. and survival. Elcor move slowly. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. ponderous monotone. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. This has coloured their psychology. an adaptation to a world where they must remember the location of every necessary resource (vegetation. standing on four muscular legs for increased stability. extremely slight body movements. EVA and repair. Since their subtlety can lead to misunderstandings with other species. stamina. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. These are filed away in huge libraries of data discs
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. The Elcor follow the recommendations of their Elders. but as being requested to serve is a great honour. Elcor speech is heard by most species as a flat. The memories are so strong that an external stimulus can trigger a powerful memory recall.Drell
Elcor
The Drell are a reptile-like race that were rescued from their dying homeworld by the Hanar following first contact between the two. making them deliberate and conservative. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. such as combat. Since then.

consequently having fewer space related skills. instead relying on equipment stunts if in military roles. but extremely well developed. Due to their conservative nature. separating their technology base from the rest of the galaxy. Over time. dubbed the ―Morning War‖ by the Geth. instead choosing to exist in the computer hubs aboard massive space stations. and stamina. Fortunately. their durable hide allows them to shrug off most incoming fire.any ships that ventured into Geth space were immediately attacked and destroyed. The Geth continued development of new technology and variations of mobile platforms. as labourers and tools of war. the Quarians attempted to exterminate them. assault. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. colonists. century-long development plans. pirates. While they prevented any contact by other races with themselves. Elcor make better colonists than sailors. It isn't clear whether these are also AIs — in the same way Geth Armatures are not just tanks but sentient machines capable of learning and problem solving — or simply controlled by the Geth. the Geth monitored communications and the Extranet. and reduced the Quarians to a race of nomads. which could house every single Geth program. recon and repair drones. When the Geth became sentient and began to question their masters. bureaucracy. the Elcor rely on sophisticated VI combat systems.to create a Dyson Sphere. to the gigantic. They don't need to trade for any resource—they have all they require to supply their own needs. The Geth also utilise turrets and drones (rocket. Because their slow. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers.
Geth
The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. High brokerage.
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. serial killers and actors. Elcor occupy all sorts of positions. They adopted an extremely isolationist attitude. to bouncers. The slow speed and immense size of the Elcor makes them easy targets. Little is known about the Geth in the time between the Morning War and the present. Any attempt to embargo their space would be fruitless. They obtained an ultimate goal in this time period. and are fond of making thorough. The Geth did not repopulate the now barren Quarian worlds. The Geth won the resulting war. from traders and business operators. Elcor warriors don't carry small arms. This makes Elcor policies very predictable. and trade only in finished goods. They see no point to rushing things. only slightly larger than the Alliance's.and are consulted when needed. specifically). These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. lumbering Geth Armatures. The Geth were created sometime around 1900 CE by the Quarians. The Elcor economy is small. they should not have combat skills. provided one has done a great deal of research.

the Hanar made contact with the Drell on their nearby homeworld of Rakhana. Drell have integrated with every level of Hanar society. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. It should be stressed that practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. where they integrated into Hanar society with the remaining Drell dying out. A small percentage of Geth. in exchange for their assistance. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. whom they refer to as "the Enkindlers". They were allowed to peacefully leave the main Geth network. and their strong religious beliefs regarding the Protheans. the reality is very different. however. have access to Tech Talents.
Hanar
The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races.Approximately three centuries after the Morning War. although most of their height is in their long tentacles which have three fingers at the base. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. However the invertebrate. Now the Drell serve as a client race of the Hanar. The Hanar 'stand' slightly taller than a human. The majority of the Geth dismissed the offer. they rely on contra-gravitic levitation packs that use mass effect fields. Geth encountered beyond the Veil will have programs developed equivalent to skills. Several hundred years ago. Their limbs can grip tightly. so the Hanar rescued several hundred thousand Drell and brought them to Kahje. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. Hanar are known for their intense politeness when speaking. Many Drell become unofficial members of the
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. When interacting with mainstream galactic society. and vary according to role. and although to outside observers the relationship can be construed as a form of slavery. but are not strong enough to lift more than a few hundred grams each. water-native Hanar cannot support their own weight in normal gravity.

as the Hanar are too cumbersome out of the water to participate in a physical fight. Few Hanar are willing to deal with other species. almost to a fault. and must take special courses to unlearn this tendency if they expect to deal with other species. possibly as a homage to the Human detective that the Hanar character is based on. which occasionally causes clashes with other Citadel races. their economy is small and isolated from the rest of the galaxy. and tend to be poetic. and will remain formal even with those it wishes dead. and some even earn the privilege to learn their masters' soul names. Economic contacts are limited to a handful of trade stations on their borders. Instead they refer to themselves as "this one. Due to this self-imposed isolation and the unique physiology of the race. Drell servants usually carry out Hanar assassinations. Hanar characters should have no combat skills at all. so should have some driving Aspects to explain why. a movie about a Hanar Spectre who has "a gun in every tentacle." or the impersonal "it. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. The Hanar communicate using sophisticated patterns of bioluminescence -.which other species need machine assistance to translate (though many Drell apply genetic modification to their eyes in order to perceive higher frequency flashes which allows them to understand the Hanar) -. Hanar are extremely polite." It is only around those who know their soul name that they would ever consider using the first person. a "face name" and a "soul name. Few standard technologies (designed for bipedal and fingered species) are available in their space. the trailer also shows another key scene where the Hanar says. One industry that Hanar seem well suited to is the Entertainment Industry. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. As such." That said. and they produce very few goods that are usable by others. Hanar characters will be exceptional by
choosing to associate with non-Hanar races.and speak with scrupulous precision and extreme politeness. games and movies such as Blasto: The Jellyfish. For example." The face name is used as a general label for use by strangers and acquaintances. Most Hanar take offense at improper language. frequently appearing in magazines.
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. The soul name is kept for use among close friends and relations. "This one wonders if the criminal scum considers itself fortunate". They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. a Hanar will still maintain exquisite poise. though they are still capable of strangling someone in favourable conditions. Even when flustered or angry. The Hanar have two names.family." Famous for it's tagline "Enkindle this" followed by a gunshot.

which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. The Council forced the Turians to pay heavy reparations. humans have no close allies among the other races. It has been noted that humans are unusual in the galactic community. The conflict began when the Turians attacked a human fleet attempting to activate a mass relay (illegal under Council law) and then occupied the human colony of Shanxi. While religions tried to assimilate this discovery into their doctrine. because they have far greater genetic diversity compared to other species with more peaks and valleys. the Second Fleet then launched a massive counter-attack. as the first step to getting a seat. They independently discovered a Prothean data cache on Mars in 2148. the Council's elite operatives. Without alliances or key political positions. known by humans as the First Contact War. Unlike many species in Citadel space. protect their own interests and have a say in the governing of Citadel space. Led by Admiral Kastanie Drescher. from the planet Earth. The conflict caught the attention of the Citadel Council. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. Once humanity does get a seat. Human ambassadors have been pushing to induct a human into the Spectres. as a control. opening any mass relays they could find. As a consequence of the Alliance's swift and decisive action during the First Contact War. begun in 2157. Discovering information on a mass relay orbiting Pluto. explorers managed to open the Charon Relay and discovered it led to Arcturus. With the help of the fledgling Systems Alliance. This makes human genetic material useful in biological experiments. which caught the Turians by surprise and ex-
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.
Humans. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. a global rush began to decipher the petabytes of data from the outpost.Humans
pelled them from Shanxi. though they are trade partners with the Turians and Asari. the Alliance became the representative and supranational governing body of humanity. humans have had to follow the edicts of the Council without having much influence on their decisions. Human explorers on Mars uncovered a longruined Prothean observation post. Since then. although the repercussions from the First Contact War are still being felt. humans expanded to other systems. and the mass relay networks shortly thereafter. humans have rapidly risen in prominence. they will be able to influence the Council's rulings. thus introducing humans to the galactic community.

ultimately. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. Krogan characters should have the stamina skill in one of the top three tiers. unsympathetic. This genetic 'infection' dramatically reduced fertility in Krogan females. and extreme heat and cold. as Krogan society became more technologically advanced so did their weaponry. a world known for its harsh environments. population. and governments alike. In their culture. The Krogan managed to not only survive on their unforgiving homeworld. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. Ironically. With the help of the Salarians. and overabundance of vicious predators. perhaps excluding intimidation. but actually thrived in the extreme conditions. As such. the rapidly-expanding Krogan became a threat to the galaxy in turn. private armies.Krogan
Krogan have always had a tendency to be selfish. scarce resources. the Krogan were 'uplifted' into galactic society. and blunt. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). bodyguards. They respect strength and self-reliance and are neither surprised nor offended by treachery. eliminating the Krogan numerical advantage.
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.
Many who have left Tuchanka have found employment as professional mercenaries. radiation. after the Rachni were eradicated. but due to the overabundance of predators on their home planet. and they are highly resistant to environmental hazards. the animal handler and survival skills nicely complement the Krogan love of combat skills in general
The Krogan are a species of large reptilian bipeds native to the planet Tuchanka. scrapes or contusions. Biotic individuals are rare. close combat and resolve. though those who do possess the talent typically have strong abilities. including toxins. and should also invest in brawling. Unfortunately. "looking out for number one" is simply a matter of course. and security enforcers for gangsters. Krogan typically have few social graces. The weak and selfless do not live long. Their thick hides are virtually impervious to cuts. causing a severe drop in births and.

All Quarian characters should take the Aspect "Life seen through a window". when the Geth gradually became sentient. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. and quickly develop high EVA and medical skills to protect themselves. to protect them from disease or infection if they are injured. this aspect changes to "No substitute for home cooking" or something similar. a huge collection of starships that travel as a single fleet. and favour MicroG combat or energy weapons. the Quarians became terrified of possible consequences and tried to destroy their creations. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. the Quarians fled in the Migrant Fleet while the Geth took over their systems. As a result. Most Quarians focus on two space skills. However. all Quarians habitually dress in highly sophisticated enviro-suits. the Council stripped the Quarians of their embassy. resolve. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. Soon after. The most important fact of Quarian biology is their weak immune system. but they also take ranks in repair. the Quarians live aboard the Migrant Fleet. science and survival. Approximately three hundred years ago the Quarians created the Geth.
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. to serve as an efficient source of manual labor. If they travel on a sterile ship of the Migrant Fleet. After being refused aid from the Citadel Council. Since their homeworld Rannoch was conquered. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. Their suits can be compartmentalised in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). Ever since. a species of rudimentary artificial intelligences.
The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. some take all six.Quarians
Quarians are trained extensively before they leave on their pilgrimge.

allowed the Krogans the time. preferring to use cutting-edge technology rather than settle for anything less. combined with their exceedingly high birth rate.Salarians
The second species to join the Citadel. using their brokerage. their metabolic speed leaves them with a relatively short lifespan. The Salarians provided the Krogan with advanced technology and a new. Unfortunately. This comparatively easy life. Also valued are all space based skills. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. aggressively claiming formerly allied planets as their own. As such they are well respected. other species seem sluggish and dull-witted. demolitions. Salarians think fast. To Salarians. With this in mind. numbers and energy to spread through Citadel space. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. repair. but some races. The Salarians also played a significant role in the evolution of the Krogan species. and as such are well suited as traders and mercenaries. the Salarians are warm-blooded amphibians with a hyperactive metabolism. see the Salarians as manipulators. Though their military is nothing special. talk fast.
Salarian Characters excel at invention. and EVA skills to augment their chosen professions. Salarians over the age of 40 are a rarity. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. Salarians often have ranks in intellectual skills such as archaeology. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. They are constantly experimenting and inventing. and move fast. spearheaded in the field by Special Tasks Groups (STG). Salarians are known for their observational capability and non-linear thinking. Many Salarians have high alertness informing their decisions. and tactics.
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. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). especially the Elcor. science. The peaceful home planet and better technology put less strain on the Krogan as a species. bureaucracy. The Salarians see information gathering and even spying as a matter of course when dealing with other races. This manifests as an aptitude for research and espionage. including a few humans. and it is generally accepted that they always know more than they are letting on. as they did before contact with the Salarians. medical. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage.

from a construction engineer to a sanitation worker. It is not just an armed force. offering protection in exchange for their fiscal expertise. Turians are noted for their strong sense of public service. To compensate.
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. The Turians deployed a Salarian-created biological weapon called the genophage. stamina and survival. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. The military police are also the civic police. so they tend to be poor entrepreneurs. water purification plants. It is rare to find one who puts his needs ahead of the group. oratory. repair. and power stations. The fire brigades serve the civilian population as well as military facilities. The merchant marine ensures that all worlds get needed resources. Also prominent are bureaucracy. intimidation. The Turian military is the center of their society. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service.Turians
Turians are generally prohibited from taking either assets or brokerage reflecting their racial propensity towards bettering the group rather than lining their own pockets. it is an allencompassing public works organisation. demolitions. which virtually sterilised the Krogan and sent them into a decline. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. they accepted the mercantile Volus as a client race. Aspects should also be chosen to reflect their loyalty to the team.
Known for their militaristic and disciplined culture. Every citizen from age 15 to 30 serves the state in some capacity. and eventually gained a Council seat in recognition of their efforts. as anything from a soldier to an administrator. the Turians are the most recent of the Citadel races invited to join the Council. The corps of engineers builds and maintains spaceports. schools. Turians have a strong inclination toward public service and self-sacrifice.

Virtual Intelligence and A. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. however. however. but not the definition. an AI is no more than data files. when the Geth rebellion put an end to most of their research into synthetic intelligence. like AIs.
A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. Advocacy groups argue. a slow. they aren't actually self aware. although it is illegal to make VIs based on currently living people. Though they appear to be intelligent. it would be more broken than rogue. An AI cannot be transmitted across a communication channel or computer network.s
A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. the L4 iteration. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. Creation of a conscious AI requires adaptive code. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. that an AI is a living. as VIs are only utilised to assist the user and process data (although.I. conscious entity deserving the same rights as organics. Without its blue box. The Geth serve as a cautionary tale against the dangers of rogue AI. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. Some VIs have 'personality imprints'. This is what gives Rogue VI its definition—had the VI simply not worked. An Artificial Intelligence (AI). is a selfaware computing system capable of learning and independent decision making. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. just made with clever programming. and a specialized quantum computer called a "blue box". A VI is Rogue when it no longer does what it is intended or instructed to do. To gain some measure of control over the creation and study of AI. expensive education. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. A lot of armour upgrades use VI enhancements. to create a kind of virtual immortality. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. with their behaviour parameters. Loading these files into a new blue box will create a new personality. they can still get out of hand). as variations in the quantum hardware and runtime results create unpredictable variations. The newest biotic implants. the term "synthetic" is considered the politically correct alternative.
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. and in Citadel space they are technically illegal. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. They are not to be confused with artificial intelligences like the Geth. speech pattern and appearance based on specific individuals.

"know your customer's need better than they do". As a result.
Known for their unique biology and aggressive behavior. and many. The Vorcha who escaped their hostile homeworld did so by hiding on the ships of space faring races that had the misfortune of visiting their planet. resources. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. and only two at most. They hail from Irune. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. Volus must develop EVA skills to keep themselves safe. They are extremely aggressive. Because they are not physically adept compared to most species. although many have found their way off-world as stowaways on ships visiting their homeworld. trader or accountant. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. which is a sore point for many Volus individuals. The Vorcha are not themselves a space-faring race. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. Volus characters should not have any combat skills above tier four. and most have extensive assets to draw upon. if at all. as should some profession such as banking. and can even seem overly-pacifistic and cowardly to other. Volus mostly make their influence felt through trade and commerce. younger members will depart to start a new clan elsewhere. and their presence is generally seen as a blight. the Vorcha use combat. work as some of the best financial advisers in Citadel space. Brokerage should be in the top three tiers.
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. Because the Volus are not physically adept. they have never been invited to join the Council. or even other tribe members. such as Omega. The Volus have a reputation as traders and merchants. but are also a client race of the Turians. Culture/tech skills are part of the business ethos. Vorcha society is built around combat. They are comfortable with bureaucracy. However. as their default form of communication resulting in their communications being primarily non-verbal. both against rivals of their own species and against any alien who stands in their way. When a clan population grows too large. as do oratory and tactics. In fact. Like the Quarians. both singly and in groups.Volus
Vorcha
The Volus are an associate race on the Citadel with their own embassy. and they have a long history on the Citadel. Volus culture is dominated by trade. whether it be of land. more militant species. The rest of galactic civilization regards them as pests and scavengers. they tend not to be very violent. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. but are unlikely to have much in the way of space skills. The Vorcha are a clan based people who prefer living in communal environments with others of their species to living alone or in the company of alien races. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. the Volus must wear pressure suits and breathers when dealing with other species.

the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. The Yahg also possess a muscular. Yahg society is built around a pack mentality. as well as three toes on each foot. Consummate predators.Yahg
The Yahg evolved to fill the niche of apex predator on Parnack. the Yahg possess unrivalled perceptiveness and mental adaptability. known for their violent and aggressive nature. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. Once the leader is established. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. They have scaly skin ranging from red to brown.
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. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation.
The Yahg are a sentient race of towering humanoids native to the world of Parnack. Their hands each have three fingers which include a thumb. making it almost impossible to lie to a Yahg. each pair designed to track and predict the movements of prey. Discovered by the Citadel Council in 2125 CE. two large horns and facial markings on their heads. a triangular mouth adorned with sharp teeth. and two other fingers. large body standing over a Krogan which provides considerable physical strength and agility. Yahg have four pairs of eyes.

in that to play as a certain class type some skills should be valued over others. such as charm. so don‘t worry too much if you have an idea for a character that doesn‘t seem to fit with any of the classes presented below. They lack advanced combat training. They should also take ranks in stamina and resolve. They should also consider taking advantage of the Combat Excellence stunt.
Receiving more combat training than Engineers. but should have ranks in demolitions. they are by no means the only character concepts allowed. and should have no ranks in the Tech Training skill. Soldiers should have at least three or four combat skills. and as such. or oratory. with resolve and stamina also valuable.
Possessing an unusual combination of skills. and tactics. with one of them at tier two and the other at tier three. with the highest combat skill at tier four. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. Adepts should have the Biotic Training skill in the first or second tier. Such specialised fields leave little time to develop combat skills. if at all.
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. and their attendant specialisations. intimidation.
The Tech specialist. with the highest combat skill at tier four. Whilst still prevented from taking Biotic Training. Also.
The weapon and combat specialist. all ranked relatively highly with one in tier one or two. Engineers should have the Tech Training skill in the first or second tier. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three.
Receiving more combat training than the Adepts. They lack advanced combat training. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. I came to the realisation that classes are not all that different from non-human races. They should also take ranks in agility.
The Biotic specialist. and should have no ranks in the Biotic Training skill. Sentinels are Biotics with Tech training. should have only one combat skill at tier five. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. stealth and tactics.CLASS PACKAGES
After a bit of tinkering. whilst there are only six basic classes in the game. They should have no ranks in Biotic Training or Tech Training. Whilst still prevented from taking Tech Training. stamina. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill.

Finally. and as a result many Biotics develop their powers with military application in mind. This is done using a technique called 'physical mnemonics'. and so on. entered military service when they reached their Starting Out phase. however if they don't there are still stories that can be told about characters who didn't receive training. Usually. or who had defective implants. They were also probably raised away from their parents. the second with a stunt. which is a long. but each Biotic must first be trained. With Mass Effect being Space Opera in theme. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. or escaped and became mercenaries. and the extent of their training are the core concepts we want to integrate. they aren't always permanent.to use their talents to any useful degree. In the core rules. as it suits the genre and play style from the games. could also have been influenced by their Biotic Powers. then the character needs a Military Grade weapon stunt to utilize it. yet
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. Two new skills are introduced to allow characters to access these abilities. A Biotic has to essentially develop conscious control of their nervous system. the quality of their implant. stable Biotic talents that are worth training.usually at puberty . and are handled a little more freely here than in the original version of the Diaspora rules. a Biotic can generate and control dark energy to move objects. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. All Biotics are sensitive to mass effect fields. developed eezo nodules throughout their nervous system. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. Biotics were typically discovered at a very young age. or gainfully employed?
Biotics
All Asari are natural Biotics from birth. beating the odds. In humans. if a weapon does not have the ―civilian‖ aspect. the expensive procedure is performed by the military. Once trained. The events leading to their Moment of Crisis. producing the effects seen as Biotic abilities. then outfitted with a surgically implanted amplifier in the brain . though not all choose to develop their abilities. Weapons are an important aesthetic from the games. are individuals who were exposed to dust-form element zero in utero and. and the last with a new skill. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. though some left. Biotics of other species. The first one we can do with an appropriate Aspect. such as humans. can develop them in puberty through further exposure to element zero. about one in ten exposures will result in a person with moderate. humans who were exposed in utero. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. The natural electrical impulses in the body can create mass effect fields from these nodules. but not all.
did not manifest Biotic talents. Most. and even if Biotic talents manifest themselves. This effectively inverts the function of the "Civilian" weapon stunt. such as terminal cancer.NEW SKILLS AND STUNTS
Another of Mass Effect's differences is the presence of Biotic and Tech related powers. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. or otherwise went rogue. there is a risk the eezo will cause medical complications instead. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. In extremely rare cases. The medical risk to their body. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. slow process. there is no real issue with ignoring that particular rule. or after being Sidetracked. However. generate protective barriers or restrain enemies.

increasing the damage the enemy takes. This effect lasts 2 turns.
Lift
Using Lift will cause enemies to float helplessly in the air. this effect is mostly used to keep opponents at a distance. Thus. These effects all require a successful Biotic Training skill roll to activate. Place an appropriate Aspect on the target as you would for a maneuver. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. making them more vulnerable to attack. by either launching them away or knocking them over. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. Primary and Advanced. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons.
Warp
This effect lowers the armour on a target.
Singularity
This gravitational power sucks multiple enemies within a radius to a single area. Powers are available at two levels. During character creation. Advanced powers usually combine effects and require much more skill and fine control to manifest. If the same target is Warped for two consecutive turns. In game terms. Place an appropriate Aspect on the target zone as you would for a maneuver. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. This effect lasts 3 turns. or until another Biotic effect is used. Enemies in Stasis also become impervious to damage. It can also attract objects from the environment. as well as dealing damage over time. modified by their BioAmp Implant stunt. or until another Biotic effect is used. Shift an enemy one zone on a successful activation.
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. When activated. freezing the target in place and making them unable to attack. rendering them helpless when they land. so a charging enemy will rush over the characters heads. This effect conserves the momentum of its target. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. and last until the next turn only unless otherwise specified.New Skill: Biotic Training
Mass effect fields are difficult to generate and control without training. leaving them floating helplessly and vulnerable to attack. and place an appropriate Aspect lasting till the characters next turn. Some examples are listed below. a player may choose a number of effects equal to their Biotic Training skill level. such as crates or pieces of furniture. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. and so on. Primary Biotic Effects
Stasis This effect causes an enemy to be temporarily locked in a mass effect field. Place an appropriate Aspect on the target as you would for a maneuver. When activated. the Biotic Training skill allows the character to create various effects. and so on.
Barrier
Using this effect creates a barrier against the skin to protect against energy weapon attacks.
Throw / Pull
In combat.

and applied to each separate border/barrier. as well as Resolve present in the skill pyramid. less one from this Effect. When the character attacks an unprotected organic. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. To use this Effect.
Dominate
Prerequisites: Stasis Effect.
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. as well as Close Combat present in the skill pyramid. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. move or reduce any barrier ratings for their current turn in preparation for their attack. the character may make a Close Combat check. place manouvers. Place a "Dominated" free tag on the target until the player's next turn. The character applies the effects of the Throw Effect to the target if they have it. There must be multiple enemies present to activate this talent.
Charge
Prerequisites: one of either Barrier or Throw Effects. they take a full turn move as per the standard rules (Diaspora page 102). the character must not attack. Next turn. move or reduce any barrier ratings for their current turn in preparation for their attack. The following round. and if the target is still alive.
Reave
Prerequisites: Warp Effect. To use this Effect. as well as Medicine present in the skill pyramid. After the attack.2 = +1 to defense. and the benefits of the Barrier Effect to themselves if they have it. After the attack. the target becomes immune to further domination attempts. the character must not attack. If the target is no longer valid. with the exception that they may ignore any border pass costs equal to 1.4 = +2 to defense. or +2 against armoured or synthetic targets. which does not count toward the next use of this Effect. but only on a successful result against their defense. the player makes an attack against the target. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. the character loses all benefits and must start again. but on an organic target instead. Next turn. rank 3. Higher pass costs must be eroded with shifts as normal.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. attuning themselves to their declared target. the character is unable to act for one turn. At the end of the move. rank 5 = +3 to defense). with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. with a bonus of +4 against unarmoured biological targets. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. That target is unable to act next turn and loses the applied aspect at the end of that turn. place manouvers. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. place an "Immobilised and Helpless" aspect on the target. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1.

instead of the ground.Shockwave
Prerequisites: one of either Lift or Singularity Effects.
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. the target loses all momentum becoming stationary as the ability takes effect. To use this Effect. Targets with the Shielding armour stunt that are hit are unable to move next turn. If the character has 3 or more ranks in science.
The character applies the effects of the Lift Effect to all unshielded targets if they have it. and benefits from Science present in the skill pyramid. This ability is unable to be used in consecutive turns. they may pay 1 FP to immediately resolve the following effect. which can only be tagged by other Biotic skill checks. To use this Effect. However. The character rolls their Biotic Training skill with a +2 bonus for having one of the required Effects (Lift or Singularity) and a +4 bonus for having both. The following effects are applied to all valid targets along that line. equal to (Tactics Rank -1) zones in length from their position. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. the character must not use their free move this turn. The Shockwave is present until the start of the next turn. any character that gets a Superb (+5) or better result on their Biotic Training skill check may spend a FATE point to apply a "Residual Biotic Charge" aspect on either the target or the zone the target is in for the usual bonuses.
Slam
Prerequisites: requires Lift and one of either Throw or Pull Effects. The target rolls to defend only. All targets take damage if the check exceeded their defense rating. The character uses Slam like they would use their Biotic Lift ability. unsecured objects (explosive barrels. which otherwise resolves after all other characters have acted. as well as Tactics present in the skill pyramid. unlike Lift. New Option: Biotic Combos As an additional option. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. the character must not use their free move this turn. leaving it on the table for the remainder of the turn. When Slam resolves. and any shifts are dealt to armour first. etc). The character draws a straight line across the map. and the originating character may not use another Biotic Effect until after the end of the next turn. The player must decide which scope the aspect belongs to at the time they place the aspect. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. including airborne targets close to the ground. If the character has 3 or more ranks in the Science skill. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. placing an appropriate aspect on a target. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. equal to the number of shifts generated. NPC's.

If reduced to zero or below. If raised above 5. but must still invest in the Natural Biotic stunt below. cumulatively. but suffer discomfort from their implants.
Unstable L2 Implant
The maximum rating for the Biotic Training Skill is 3. some L2s are hardly stronger than an L1. but without the associated drawback aspect. also determining
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. the character begins to take one composure or health track damage for every successful activation. Their implants are almost universally equivalent to current L4 Bio-Amps. being a Biotic is an acquired ability. and can reduce this damage by taking Consequences like normal. The effective rating of the Biotic Training skill varies each time the character begins combat. the character is unable to manifest any Biotic Effects this scene. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. the character is unable to manifest any Biotic Effects this scene. but haven‘t been created for at least 300 years as the surgery is deemed too risky to the borderline extinction level of the current population. Krogan characters with Bio-Amps are called Battlemasters. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. The purpose of this implant was not to develop combat powers. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. Geth are unable to be Biotics. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. but assume any drawbacks associated as well if implanted. this is the effective rating of the skill for the remainder of the scene. because the L1s were implanted after puberty. If reduced to zero or below. New Bio-Amp Implant Stunts
the number of Biotic effects the character can manifest. Asari have no need to augment their innate abilities with a Bio-amp. Players choose which track they will apply the damage to each time. The character may not take the Biotic Training skill at any level.
Natural Biotic (Asari only)
As the only known species that are all natural Biotics.
Stable L2 Implant
The maximum rating for the Biotic Training Skill is 4. this is the effective rating of the skill for the remainder of the scene.New Stunt: Bio-Amp Implant
Unless your character is an Asari. also determining the number of Biotic effects the character can manifest. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. while a few are powerful and stable. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. others are strong but unstable. Asari are only restricted by training to the number of Biotic Effects they can produce. but to save the life of the character.
L2 Implant
The results of this implant vary wildly.
L1 Implant
Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable.

if they could ever be convinced to do so.
Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI".
L4 Implant
These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. before eventually going insane with the agony. They spend those years in increasing levels of pain. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. They would make good candidates for L1 implants. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago.
Krogan Battlemaster Implants
Whilst the implant surgery to create Battlemasters is currently deemed too risky due to the fragile nature of the current Krogan population levels. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. stable implant. There is no restriction to the maximum rating of the Biotic Training skill. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature.
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. with many Battlemasters still alive today. and force police or military personnel to kill them to stop the devastating rampage. Also restricted to a maximum rating of the Biotic Training skill to 3. There are no officially acknowledged side effects. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies.L3 Implant
A good. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect.
L3-R Implant
Short for 'L3-retrofit'.

Omni-tools
Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. and even starship systems. and can be used to disrupt Biotics. They are handheld devices that combine a computer microframe. This allows for field repairs and modifications to most standard items. or the target of elite Special Forces themselves.
Due to the highly technical nature of most devices. reusable industrial plastics.
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. Apex: a character who has invested this much time and effort to raise their skill to this level has almost limitless options when they use them. Versatile and reliable.
Primary Tech Talents
Damping
This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. as well as the reuse of salvaged equipment. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. MG Omni-tools can be used to disable a free tag gained on any of their equipment of any ally in the same zone as you. After a successful attack in this manner. They're either elite military.
Energy Drain
Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. and minifacturing fabricator. ceramics. the target's weapon is too hot from the sudden draining to be used immediately. and must cool down until the end of their next turn. and light alloys. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. it can also be used to augment another character's Computer (space) check. from a distance. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. no codes are safe from their access. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. most common energy weapons. sensor analysis pack. such as hacking. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. The fabrication module can rapidly assemble small three-dimensional objects from common.
Decryption
Used to unlock sealed doors. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). Multiple Redundancy: use your Tech Training to grant a +1 bonus to an ally on their Computer skill check during the damage control phase of space combat. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill.
Electronics
New Skill: Tech Training
Anyone can play games or watch news clips on their omni-tool. decryption. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. and even enemy weapons malfunction on command. or repair. Systems crash at the blink of their eye. unless otherwise stated below. and access secure systems. including weapons and armour. bypass security alarms. preventing them from firing for one turn.

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. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. the target becomes immune to further overload attempts. The following round. or other appropriate point in play. This effect lasts 2 turns when activated.First Aid
Used in this way.
Advanced Hacking
Prerequisite Talent: Hacking. this talent allows the user to reduce the effectiveness of enemy scanners.
Combat Drone
Prerequisites: Hacking Talent. Transfer Aspect: ―Combat Hover Drone‖
Neural Shock
Biological lifeforms attacked with this talent can be paralysed for one round by disrupting their central nervous systems. This talent may be taken multiple times. By investing in this talent and the linked Stunt. the MG Omni-tool lets you disable a free tag gained from the Health stress track of any ally in the same zone as you. The character must have at least one rank in the medicine skill to use this talent. Place a "system rebooting" free tag on the target until the player's next turn. and also can also be attempted against lone targets. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. as well as their linked Primary talent. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage).
Medicine
The advanced scanners in a MG Omnitool allow a character with ranks in medicine to substitute their ranks in tech training to the skill roll instead. The character must have at least one rank in the medicine skill to use this talent. Through superior technique or inspired creativity. Place a "disoriented and confused" free tag on the target until the player's next turn. The character must have at least one rank in the repair skill to use this talent.
Hacking
Artificial or synthetic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their targeting systems. Have-a-Thing: Combat Drone Range: 0/1. Harm 2. the Combat Drone is unavailable until the next refresh phase. Penetration 2. Once destroyed. There must be multiple enemies present to activate this talent. NonLethal.
Repair
The diagnostic tools in a MG Omni-tool allow a character with ranks in repair to substitute their ranks in tech training to the skill roll instead. causing a -2 penalty to alertness checks.Have-aThing (Combat Drone) Stunt.
Overload
Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. the target becomes immune to further hacking attempts. The following round. Place a "targeting malfunction" free tag on the target until the player's next turn. granting a cumulative penalty to alertness checks.
Jamming
Broadcasting a signal that mimics the properties of solar interference.

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. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. serving member of a military organisation or affiliate. boosting the user's shields by +3 until deactivated.
Advanced Overload
Prerequisite Talent: Overload. any character that gets a Superb (+5) or better result on their Tech Training skill check may spend a FATE point to apply a "Residual Static Charge" aspect on either the target or the zone the target is in for the usual bonuses. Your expert understanding of artificial and synthetic life form program structures and firewalls allows you to repeatedly attempt to shut down targets you have previously Overloaded. the weapon detonates.
Incinerate
Prerequisite Talent: Energy Drain. This talent is unable to be used in successive turns on the same enemy. On a success. that zone must make a Stamina check against the number of shifts you rolled. which can only be tagged by other Tech Training skill checks.
Tactical Cloak
Prerequisite Talent: Jamming. Tech talents can only be used with such an omni-tool due to their specialised nature. New Option: Tech Combos As an additional option. Attacks made against the character reduce the bonus by 1 for every shift. or else immediately end their turn. and unshielded targets must resist 3 shifts of Composure damage. many MG Omni-tools find their way onto the black market and into the hands of criminals. On a success. causing Health stress equal to the number of shifts. When activated. Target the zone you are in. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. mercenaries.
Tech Armour
Prerequisites: Hacking Talent.
New Stunt: Military Grade Omni-tool
Whilst personal omni-tools are common. Your base Jamming duration is extended by one additional turn.Cryo Blast
Prerequisite Talent: Neural Shock. and make a Tech Talent roll against a difficulty of 2. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. You may also pay a Fate Point once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. absorbed by armour as usual. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. Until the aspect expires. or removed by ablation. You may also chose to pay a Fate Point to impair all attempts to attack or target you by -1 per level of the Jamming Talent you possess whilst Jamming is active. or passing through. Armour with Shields Stunt. This talent is unable to be used in successive turns. and others. The player must decide which scope the aspect belongs to at the time they place the aspect. excluding the user. causes a detonation that disrupts the zone the character is in. all targets within. Illegal to have without being a current. or one adjacent zone. and when neutralised through any means except voluntary deactivation. the highest capabilities come from having and training with military grade omni-tools. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1.

New Stunt: Combat Excellence
Extensive weapon training has opened up many more options in combat for characters who take this stunt. although there are limitations on what is required to take it. The character must not do anything for that turn except shoot. Once per scene. and regain their balance and protection. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. but must meet all other prerequisites and possess an appropriate weapon to use them. many hours of experience under heavy fire. The character must meet all requirements to use this stunt. Military Grade Carnage (Combat Excellence) Extensive training with Energy Weapons has given the character the ability to duplicate the effects of the Weapon Modification ―Double Tap‖. and no ranks in either Biotic Training or Tech Training skills. that is without doing any other action. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. a character with this stunt whose ―Shields are Down!‖ aspect has been compelled gains a +4 bonus to armour defense if they activate their Recharge Booster aspect "Taking Cover!" in addition to the bonus granted by that aspect. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. With one round of focus. It then immediately activates the free ―Overheated‖ tag on the weapon. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill.
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. this stunt allows the player to double the Harm rating of one of their weapons for one turn.
Primary Combat Excellence Abilities Military Grade Assassination (Combat Excellence) Long term training with Sniper Rifle Energy Weapons has enabled the character to replicate the effects of the Weapon Modification ―Double Tap‖. the weapon immediately activates the free ―Overheated‖ tag. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. Military Grade Immunity (CombatExcellence) Representing many. Once the shot is taken. the player doubles the Harm rating of the weapon for their next turn. Once per scene. Tactics skill present in the pyramid. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle.

the character takes enough stress to be Taken Out again. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. You may spend a Fate Point to confer a +4 bonus to the armour rating granted by your shields until the end of your next turn. huge bonus through overcharging. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. Once per scene.
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. You may remove any current variant ammunition for normal rounds. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. allowing them to rejoin the scene. and may be at any rating. As a combat action. armour with the Shields stunt. As a full round action. This consequence is additional to any that the character already possesses. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. granting them more time to refine their actions. Assign an aspect to the temporary consequence as usual. providing a brief.
Fortification reinforces armour when struck. The finely tuned senses of the user seem to slow down time around them. You may not use this ability in consecutive turns. You may continue to pay a FP each round until the end of the scene to continue this effect. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. Until the ―Overheated‖ aspect is tagged. when it then activates the ―Shields are Down!‖ tag on the armour. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. or the end of the scene occurs. You may pay an additional FP next round to keep the returned character active in the scene but you no longer incur the consequence penalty. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. or replace normal rounds for a variant ammunition type. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. you may change out the ammunition used by your weapon.

Sent to recover an important member of the finance ministry.
Later in the same session. the Turian manages destroy the smuggler's base whilst saving the informant in the process. Now. therefore. Swapping with his rank 3 Arts skill. In this option. and Arts 1. Arts 2 and Charm 1. During play. If they do so.
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. they must count their usages for both skills from this point. Charm is linked with Paragon actions. After an exciting session of combat. John's character has the opportunity to sway his superior's actions when he discovers that they are planning to renege on the deal he brokered with the hostage takers. John's Turian Spectre now has Intimidate 3. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. Charm 2. If they used either skill the number of times that they have ranks in it. To promote either skill further. before successfully charming the information out of her. he must start counting again. then he'd have to successfully use it three times. John's character forces them to keep the deal.
Option 1: Skill Progression
To emulate the progression of the character's path towards Paragon and Renegade. the character now has Intimidation 3. He intimidates his way into the club where he is to meet her. His first assignment is to find the location of a smuggler base from an inside source in the cartel. when the player has the option to promote a skill up the skill pyramid. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice.PARAGON AND RENEGADE EMULATION
In the Mass Effect games. A good action will not make up for an evil one. as he used it more times than he used Intimidate and more times than he currently has ranks in it. John now has the option to promote the Charm skill up the pyramid. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. players are tracked with respect to how they treat other characters in social situations. John's Turian has been accepted into the ranks of Spectre agents. During the next refresh. then in the refresh phase. By threatening to follow through himself if they break the deal with another successful intimidation check. If he wants to promote the skill further. A few sessions later. Swapping with his Arts skill again. Mass Effect keeps track of the Paragon and Renegade points on separate scales. the one they should move is the one they used the most out of charm and intimidate. the new rank of the intimidation skill. Even though he used charm twice last session. the player should record the number of times they use them. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. and Intimidate with Renegade choices. he must use intimidate at least three times or charm twice. characters should take both the charm and intimidation skills at tier five at character creation. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. once he promoted it. and they must be used more than the other. the same number of times as the number of ranks his character has in the skill.

the player can choose to generate one Status Consequence.
NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. and do not count against the maximum number of consequences allowed for stress taken on the original Health. Whenever a character would generate spin outside of a direct combat situation. Whether it‘s due to admiration or fear. Status Consequences are rated 2/3/4 instead of 1/2/4. Perhaps it is something in your voice. or the way your gaze seems to have a particular intensity. You may only take this stunt once. representing the preceding reputation of the character. the effect on you is that you can leverage your status more effectively than others. This option uses the generation of Spin to increase your Status tracks. You may reduce one Status track to 5 boxes instead of the normal 6. Increase the Paragon track for good or positive actions that benefit others. one for tracking Paragon status. Composure and Wealth stress tracks. Lasting Reputation Events that you are a part of are particularly memorable for those involved. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. Status Consequences are recorded separately from consequences generated on normal stress tracks. one Moderate (+2). Both tracks start empty at character creation. Additionally. The Consequence may be tagged by the player for the rated bonus outside of combat. and one Severe (+4). The track must be raised to full again before more Consequences can be generated. Cult of Personality Others spread words of your deeds and misdeeds far and wide. that Spin cannot be used to raise a Status Track. for good or ill. In the event that the roll generates Spin when a Status Consequence was tagged. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. players may take one of the following stunts during character creation. beating your opponent in an opposed roll by three or more shifts generates Spin. the player can begin to generate Status Consequences for that track. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. and are 6 boxes in length. Status consequences are removed from the character once tagged by the player.
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. allowing you to generate Status Consequences sooner than others. and the Renegade track for conduct that is selfish or callous. When a character that has a full Status track gets more Spin. In Diaspora. but may still be spent as normal instead. When a track is full.Option 2: Status Stress Tracks
This style of play adds two new Status Stress tracks to each PC character. Give the Consequence a descriptive Aspect appropriate to the situation and reduce the number of hits on the full Status tack by the chosen consequence rating. New Status Stress Track Stunts: Heightened Reputation There is something about your personality that leads others to judge you by your actions differently from those around you. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. the other for Renegade status. self-interest or gossip. one Minor (+1).

• "More to life than C-Sec" • "Finish the job once started" Phase Five . also becoming an Investigator. as being hot. Using the
Choosing Aspects Phase One . • "Military Training" • "Father knows best" Phase Three . Denied. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. Garrus is forced to admit that he has no proof. aka CSec. including his decision to accept his father's wishes in not taking Spectre training. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. Commander Shepard and the crew of the SSV Normandy. and being a former C-Sec Investigator. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . but does have a lead he needs more time to follow. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. and new Spectre. he has strong Tech Training skills." We'll take these for our aspects.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. Under extreme time pressure. Garrus is now free to do things his way. and that he had a very by-the-book father. culminating in a disasterous situation. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. He attends the ship's landing craft as an engineer.SAMPLE CHARACTERS
Garrus Vakarian
Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security.Growing Up Not a lot is known of Garrus' past from the game. discussions with his new friend. He displays exceptional weapon skills. Palaven. shown to be able to headshot an enemy under difficult conditions. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. and is at home on starships having useful gunnery skills. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . He does refer to the world of his birth. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. Garrus is told to drop the investigation. before being recruited by Commander Shepard after deciding that he needed to quit C-Sec to continue without all the restrictions and regulations the official position forced on him.Sidetracked Assigned to investigate the claims by the human Systems Alliance of the destruction of one of their colonies by a rogue Turian Spectre agent named Saren. Garrus meets the humans assigned to the case. This fresh perspective frequently contrasts against things his father demanded of him. Garrus' father intervened to prevent him going. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator.On Your Own Released from his obligations to others. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. One of a thousand potential candidates for the Citadel's elite Spectre training. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. Due to his military training. have more respect for the law. Garrus frequently got into heated arguments with his superiors over his methods.Moment of Crisis Passionate about his job. and were already as good as dead. However. described as a hot head who still thinks he can change the world and should
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so I stuck close to them.Moment of Crisis Realising their mistakes. Intimidation. Kaidan and his friend drifted apart. The Turian used aggressive and provocative tactics. Overload. we now have to choose some Tech Talents as part of the stunts. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. Vehicle Garrus has a combination of five combat and space skills like most Turians. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . unleashing a full Biotic charge. • Resilient: The player may use four Consequences instead of three. Resolve(track). Kaidan immediately jumped to the rescue of his closest friend and lost it. The Citadel). This represents Garrus' commitment to finish a job once started. The fourth is another mild Consequence. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. Tactics • Rank 2: Gunnery(space).Racial Background and Class Package options as guides. breaking the trainer's neck. no matter the cost. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO
Kaidan Alenko
Initial Concept Kaidan Alenko is a human Systems Alliance Biotic sentinel with a stable L2 implant. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. other skills as befit a military background. Conatix quietly shut down the program and had the records sealed. Repair. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. Conatix hired an ex-military Turian. scarred from his childhood training. and Kaidan's retorts singled him out for punishing lessons.Starting Out Attempting to accelerate the training. he aghast
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. Engineering(space). and head of the SSV Normandy's Marine detail. Electronics. a veteran of the First Contact war between humans and Turians. Eventually the Turian went too far and broke a young girl's arm for reaching for a glass of water instead of using her Biotic talents to do it. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. Medicine. Tech Training • Rank 3: Agility. By taking the Tech Training skill. Brawling(combat). and First Aid Tech Talents.Growing Up The son of a serving Alliance military man. Decryption.
Choosing Aspects Phase One . with Damping. and the guts to do things his way. Stealth • Rank 1: Culture/Tech(Turian Hierarchy.

we now need to pick his Biotic Effects and Tech Talents. Dropping off the radar awhile. Communications(space). Commander Shepard. • MG Tech Training: Always searching for ways to keep his squad alive. as he is familiar with Decryption. Stealth • Rank 3: Alertness. he also has the skills to function on the ship he serves on. Tactics • Rank 1: Culture/Tech(Systems Alliance. Using the Racial Background and Class Package options as guides. Kaiden has added the Medicine Talent to his Tech Training options. Electronics. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up.Sidetracked Serving in the human Systems Alliance military. before deciding to return to the Alliance and join the military. Kaidan explored alternatives to using his Biotic powers. and has trained to use a military grade Omnitool to keep his squad alive. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. He knows Barrier. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. Demolitions. Receiving several commendations for his actions. Lift. He trained extensively with Omni-tools. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. Kaidan has extraordinary staying power for a human. Energy Weaons(combat). and Throw. and give him an edge if he is to pay back the Geth for his friend's death. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO
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. Stamina(track). Keeping his squads alive through alternatives to open firefights. EVA. Stasis. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. sought ways of completing missions without raising alarm. and she fearful that he would lose control again. and learnt how to keep his squad alive through the tough missions. By having both Biotic Training and Tech Training skills.On Your Own After being saved by his new First officer. Medicine
Forced to his limits and beyond. and First Aid. • "Be cautious. • "Alliance Marines .at what he was capable of. Computer(space). • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. Turian Hierarchy). I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training.Ooh Rah!" • "Implant Migraines" Phase Five . he attempted to figure out what to do with his life. Refusing the risky surgery to upgrade his L2 implant. as his father did before him. from a Geth attack that killed his best friend. Tech Training • Rank 2: Agility. be in control" • "There's got to be another way" Phase Four .

Dr Liara T'Soni
Initial Concept Dr Liara T'Soni is an Asari scientist obsessed with the past about to be shocked into the present to protect the future. and relishes the time spent getting to know each other. Using the Racial Background and Class Package options as guides. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure.Sidetracked She is discovered. and her ability to meld using Biotics. Liara. Liara also has exceptional Biotic abilities and other technical skills. The results of such unions are occasionally referred to as "purebloods". With all this unexpected time spent with the team. Science
Choosing Aspects Phase One . and joins the squad to help in the upcoming battles. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. Raised alone by her mother. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . Liara earned her Doctorate and has become the foremost authority on Prothean ruins. due to the almost entire lack of actual ruins to investigate. She begins to calm down when she realises that her expertise.
• "Escape the present" • "Obsessive about Protheans" Phase Three .Moment of Crisis Spending much of her time alone on strange and often dangerous planets. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. Liara has no idea who her father is. which in the current cultural times is considered taboo. a great insult among contemporary Asari. Liara began studying what little was known about the last great space-faring race before the Asari.Starting Out Liara does not relish her role as Benezia's daughter and has shied away from her mother's life as an important figure in galactic affairs.Growing Up Daughter of prominent politician Matriarch Benezia. They frown upon intra-species conception. Think!" • "What does this button do?" Phase Four . an ancient Prothean defence that she triggered by accident. • "Think. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. since genetic traits and cultural insight is gained from mating outside their species.On Your Own Peeling back the mystery. the Protheans.
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. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. but evidence is anecdotal. and then rescued from the newly rampant Geth. Liara suspects that "he" was another Asari. so it's considered wasteful for Asari to reproduce together. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . she has very little practical knowledge about them to go on. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. one Commander Shepard. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. slavers and other dregs of the galaxy. by the first human Spectre. Liara begins to feel the pull of attraction towards her new commander. she is initially jealous that her decades of research seem to have been for nothing. Liara has honed her natural Biotic abilities to protect herself from pirates. however. Deciding to avoid the issue altogether. are the only way to help Shepard to interpret the vision.

• Rank 3: Agility, Communications(space), Survival • Rank 2: Charm, Computer(space), Navigation(Space), Tech Training • Rank 1: Assets, Bureaucracy,Culture/Tech(Asari Republics, Protheans), Medicine, Stealth Spending several decades looking for the faintest traces of a civilisation that vanished more than 50,000 years ago, Liara has developed skills to help her obsession, and to protect herself from those who think her an easy target just because she's alone. Choosing Stunts • Natural Biotic: Liara has spent considerable time on her Biotic abilities, and knows the Biotic Talents Throw, Lift, Warp, and Singularity. • Versatile Biotic: By spending one combat turn doing nothing else, Liara is able to swap out one Biotic Talent she hasn't used this scene for one of those listed here: Barrier, Stasis. • Military Grade Omni-tool: taken from slavers who thought they could handle her, Liara has added its capabilities to her own, learning First Aid and Electronics. Tracks • Health: OOO • Composure: OOO • Wealth: OOO O

Tali'Zorah nar Rayya

Initial Concept Tali'Zorah nar Rayya is a young Quarian engineer out in the galaxy on her Pilgimage, searching for a suitable gift to return to the Migrant Fleet.

Choosing Aspects Phase One - Growing Up Growing up on the Migrant Fleet, Tali learnt the history of her people, living the shame of a people outcast from their own worlds and removed from galactic politics due to their own hubris. A mechanical genius, Tali spent hours learning, tinkering, and playing with engines, computers and anything else that fascinated her. Life on the Rayya, with all her shipmates also her family, whilst cramped and noisy was a happy time for the young girl. • "Mechanical Genius" • "Never trust an AI" Phase Two - Starting Out As the daughter of the head of the Admiralty Board, the highest authority in the flotilla, hopes were high for a young Quarian about to embark on her pilgrimage. A rite of passage for all Quarians, the pilgrimage serves a few important services to the flotilla. Foremost is to keep the fleet in contact with the rest of the galaxy, with Quarian young adults exploring and discovering important information and technical discoveries that would be of use to the entirely shipbound population left behind. Secondly, it provides an outlet for the energy of youth, giving them space to grow and learn from their own mistakes without risking their precious ships, whilst also reducing the number of people the taxed shipboard environment systems must support. • "Family Expectations"

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• "Wanting to be valued" Phase Three - Moment of Crisis Curious, Tali's pilgrimage drove her to track down the Geth after hearing reports of their return from beyond the Perseus Veil. Isolating and disabling one, she retrieved its core memory module and discovered an audio file revealing the identity of the one who instigated the Geth attacks on Eden Prime. Fleeing to the Citadel, she attempted to sell the file in exchange for a hiding place before being ambushed by agents of the one behind the Geth attacks. Rescued by Commander Shepard, who has been trying to track down the information she was trying to sell, Tali gratefully plays the audio file in exchange for joining the Commander's team and stopping the Geth. • "Rage Against The Machines" • "Once Burned, Twice Shy" Phase Four - Sidetracked Taken aboard the SSV Normandy, Tali is amazed at the superior performance that the joint efforts of Human/Turian engineering have managed to get out of a ship so small. Spending her time aboard ship with Engineer Adams discussing technical specifications and performance curves, she quickly becomes unnerved by how quiet the ship is compared to the Flotilla ships. She comments that to a Quarian, a quiet ship means a dead engine or worse, a malfunctioning air filter and that it's like half the crew is missing. As the true extent of the mission she has joined is revealed, Tali shows a strong sense of duty, stating "Our Pilgrimage proves we are willing to give of ourselves for the greater good. What does it say about me if I turn my back on this?". • "Talkative when nervous" • "The Greater Good" Phase Five - On Your Own Integrated into the team of experts that Commander Shepard has been assembling, Tali never-the-less feels very young and inexperienced and hopes that she can prove herself worthy of such an important task. Returning to the flotilla to hide is no option when the entire fate of the galaxy is hanging by a thread, so the Geth must be stopped at all costs. • "Must Prove Myself" • "Stop the Geth" Choosing Skills Tali has a lot of technical skills, and has been trained in skills useful to her whilst on her

Pilgrimage. Using the Racial Background and Class Package options as guides, I picked her skills as follows: • Rank 5: Engineering(space) • Rank 4: Computer(space), Tech Training • Rank 3: EVA, Pilot(space), Repair • Rank 2: Close Combat(combat), Energy Weapons(combat), Resolve(track), Stealth • Rank 1: Art, Demolitions, Culture/Tech (Quarian Migrant Fleet, Geth), Science, Survival As suits her mechanical aptitude, all of her top six skills are engineering or space related. Whilst in the game she never needs to use her boot knife, it stands to reason that she probably knows how to use it. The rest of her skills reinforce her technical focus, and her love of art lets her appreciate the beauty in all things, especially music and brand new tech. Choosing Stunts • MG Omni-tool: Playing with spaceship engines and other systems almost from birth, Tali was given a Military Grade Omni-tool to take her skills to the next level. She knows Damping, Decryption, Electronics, and Energy Drain. • Quarian Machinist: Her Quarian background has given her special insight into Artificial Intelligences, granting her the Hacking Tech Talent. • Integral Equipment - Pressure Suit: Like all Quarians away from the Migrant Fleet, Tali possesses a pressure suit to protect her immune system and consequently has onboard equipment to help breathe. She may always act as though she has a pressure suit on, though does not gain the armour effects. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO

Wrex managed to escape the ambush, but not before sinking his knife deep into Jarrod's chest. • "Instinct for Traps" • "Last Krogan Standing" Phase Three - Moment of Crisis Realising the proud warrior culture that once valued courage, strength, and honour – values embodied by the Krogan Monument – had now been reduced to glorifying pointless violence, Wrex turned his back on the rest of the Krogan and left. Over the past three centuries, he has served no master but himself; working as a bodyguard, mercenary, soldier of fortune, and bounty hunter. Tales of his exploits have even made it as far as the Quarian Flotilla. Despite his brutish appearance, Wrex rarely loses his temper. The mere threat of his anger is usually enough to get what he wants. When his fury is unleashed, however, it is a truly terrifying sight. He doesn't speak often, but when he does his words are direct and often shockingly blunt — that tends to get people to listen. • "Been There. Done That. " • "Words Win Battles Too." Phase Four - Sidetracked Hired to kill a human male named Fist on the Citadel, Wrex initially teams up with Commander Shepard to get closer to his target, as Shepard is also looking for him to lead him to his true target. Once Wrex and Shepard deal with Fist, Wrex appreciates Shepard‘s professionalism. Sensing some deeper aspects to Shepard's case, Wrex decides to offer his services full time, feeling that a storm's coming, and Shepard and his target are right in the middle of it. • "Consummate Professional" • "Taste for Adventure" Phase Five - On Your Own Now part of Shepard's crew on a mission to save the galaxy, Wrex is interested in the team of specialists he's assembled, especially the other Biotics. As a Battlemaster, Wrex was deemed suitable for the surgery necessary for the program, so is respectful of their abilities. Keen to test himself against the biggest threat to the galaxy since the Rachni Wars, Wrex feels that there is no challenge he can't beat, and feels that given time there is even some hope for his people. • "Biotic Battlemaster" • "Hope For The Future"

Choosing Aspects Phase One - Growing Up Born into Clan Urdnot, Wrex quickly gained fame for his prowess in battle. He became a leader of one of the smaller Urdnot tribes while still a youth – the youngest Krogan to be granted the honour in a thousand years. After the Krogan Rebellions ended, most remaining Krogan tribes wanted to continue fighting, and most vocal of those was Wrex's father, Warlord Jarrod. Wrex had different ideas. He believed that the Krogan didn't have the numbers to go to war, and even if they did the genophage ensured they couldn't replenish their numbers quickly enough. Instead of battle, he led his tribe to focus on breeding, for at least one generation, and called for other tribes to follow. • "Born Battle Champion" • "Lead by Example" Phase Two - Starting Out Gradually, other Krogan tribes began to come around to Wrex's ideas. This angered the Warlord Jarrod, who decided to arrange a Crush (a meeting on neutral ground) with all of the tribes. Wrex, sensing it was a trap, reluctantly agreed. Wrex and his best warriors met with Jarrod's group in the Krogan ancestral burial grounds called the Hollows, a holy place among the Krogan where violence is forbidden. When it became clear to Jarrod that Wrex wouldn't agree with him, he signalled his men. They leapt from their hiding places and ambushed Wrex's warriors, cutting them down.

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Equivilent to a current L4 generation BioAmp without the VI interface. Oratory Wrex has excellent combat skills. He has the words to diffuse a situation. Survival. Using the Racial Background and Class Package options as guides. Alertness. or incite one. The blood of a thousand battles runs through his two hearts and four lungs.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. adding +2 penetration to Brawling attacks. This applies to Consequences mitigating hits to any track. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. Stasis. Animal Handling. Close Combat. Mercenary Groups). This emulates the Krogan biological redundancy. Resolve(track). and Warp effects. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO
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. Energy Weapons • Rank 2 Skills: Intimidation. Throw. and +1 to Brawling rolls in defense. and the four quads to see it through. Tactics • Rank 1 Skills: Agility. but better Biotic skills.
Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. • Military Grade Brawling: used to represent a lifetime of mercenary work. Culture/Tech (Krogans. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. it grants Wrex the Barrier. Profession (Mercenary) • Rank 3 Skills: Brawling.

Sniper Rifles
The ultimate long range weapon. Here‘s a brief set of guidelines to help you design your own. sniper rifles should not have a minimum range below 3. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. we have a pretty good idea of the expected differences between different types of weapons. assault rifles should have a range of 1/3. which then clears at the end of the players next turn. generally have low accuracy and damage per shot.
Both Barrels/Double Tap Transfer Aspect.
Pistols
Designed for use over short to middle distances. Cost -1bp. and that all weapons should take the Thermal Clip stunt.Personal Combat Mini-Game Changes
WEAPON TYPES
To aid narration. but the Both Barrels and Dispersed Fire stunts should be considered. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. SMGs often have similar ranges to pistols (0/2). They benefit from both the Double Tap and Advanced Optics stunts. pistols should have a range of 0/2. and keep some consistency as the table creates their own weapons. and Advanced Optics stunts. I began by deciding at what level to set for the purposes of equipment design.
Assault Rifles
Awkward at close range. Time for some fun with equipment.
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. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. A high penetration is valuable. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. They should have the Dispersed Fire and High Capacity stunts. Penalty reduced from -2 to -1. and the Advanced Optics. Double Tap. naming conventions should be considered. and cannot both be placed on the same weapon.
Sub-Machine Guns
Designed for rapid fire. Double Tap and High Recoil stunts are all appropriate. They benefit from the Dispersed Fire. this weapon is unable to be used for ranges other than those specified. offset by their clip size and rate of fire. and a low penetration of 1 or 2.
New T3+ Energy Weapon Stunts
The following stunts may be taken on any energy weapon unless noted below.
EQUIPMENT
In creating the gear below. Limited Range2 Transfer Aspect. Cost -1bp. Cost 1bp. Cost 1bp. I decided to have all weapon and armour gear at T3 across the board. "Overheated" tag must be free to use this stunt.
Shotguns
The ultimate close range weapon. After all. shotguns should have a range of 0/2 and take the Limited Range stunt. They should not have much penetration power. Advanced Optics2 Transfer Aspect.
Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical.

Spectres may authorise squadmates to purchase and use such gear. Basic Spectre Omni-tools augment one Talent numerical value. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. so there is no Spectre rated armour available for purchase.Spectre Gear Options
High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. This may be a further +1 increase to a skill bonus. lasting 4 turns or until another Biotic effect is used. or extending the effect by one additional turn. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. and Master Spectre Bio-Amps augment three Effect variables. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. and Master Spectre weapons are built with a +2bp bonus. or an extension by one additional turn of an effect. Advanced Spectre gear costs 6. Alternatively. and Master Spectre Omni-tools augment three Talent variables. lasting 3 turns or until another Biotic effect is used. an additional -1 penalty to the armour defense rating of an enemy. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. and Master Spectre gear costs 7.
Costs Basic Spectre gear costs 5. and cannot be changed afterward. one additional zone able to be reached by a talent.
to the effective armour of the character for the purposes of the defense roll against energy weapons. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. for use solely by the Citadel Council‘s elite Spectre units. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Advanced Spectre Bio-Amps augment two Effect variables. There are no Spectre armour manufacturers. Duration based effects must cool down between uses by one turn per increase. an additional -1 penalty to enemy skill checks. They cannot choose to increase both the armour bonus and extend the duration of effect unless they buy a HMBA Advanced or HMBA Master Spectre BioAmp. Advanced Spectre Omni-tools augment two Talent variables. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. This may be a further +1 bonus to the effective armour defense rating of the character. Some examples are below:
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. They can choose to add 3
Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. Basic Spectre Bio-Amps augment one Effect numerical value. Creation Basic Spectre weapons should be created with a +1bp bonus.

Bio-Amp and Omni-tool Manufacturers
In the highly competitive Bio-Amp and Omnitool markets. Bribery. Use the lists below to inspire aspects. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. there are other ways of obtaining these items. and not augment any other known Talent. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. instead of the standard +1 bonus. character histories. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased.
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. and all lead to potentially interesting stories of obligation and debt. Both of these Talents now require one turn of cool-down between uses of the same Talent.
Sample Bio-Amp Manufacturers
Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1 Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master
Note 1: See the Spectre Gear Options section above. or to assist in narration. and corruption are all viable tactics for underhanded characters to use.
Sample Omni-tool Manufacturers
Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 Manufacturer Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master
Note 1: See the Spectre Gear Options section above. The character must now wait two turns after using this Talent before being able to use it again. and the place of law and order in the galaxy. blackmail. being hunted. and cannot be changed afterward. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. Alternatively.A character that knows the Decryption Tech Talent with a HMOT Basic Omnitool can provide a +2 on computer skill checks during the damage control phase of space combat. there are plenty of corporations out there to choose from. Characters that knows both the Hacking and Overload Tech Talents with a HMOT Advanced Omni-tool can place a "targeting malfunction" free tag on a target for its next two turns instead of the usual one turn. Whilst such advanced gear would seem to favour characters with a high assets skill rank. infiltrating manufacturers warehouses. theft.

confers the taggable aspect "Taking Cover!". "Taking Cover!" is cleared when the character moves. Recharge Booster
Transfer Aspect. Cost 1bp. Shields
Sample Armour
Manufacturer: Devlon Industries Equipment: Explorer line of Armour Stats: Defense: 5 Stamina Mod: +2 Agility Mod: 0 Aspects: Powered Armour (Stamina checks +2. Cost 1bp. Shields require spending a fate point to recharge. the benefit of this stunt is also negated. Provides a +2 bonus to agility checks. using a mass effect field to protect the wearer. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. If available. but cannot be spent on the same turn that "Shields are Down!" has been tagged. Requires the "Shields" stunt also. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged.New T3+ Powered Armour Stunts
The following stunts require the "Powered Armour" stunt as a prerequisite.
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. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. ―Out of Juice‖ taggable aspect) Servos (removes agility penalty) Sensors (Alertness checks at +1) Shields Recharge Booster Cost: 4 An example of Turian standard light military armour. Booster Power Pack
Transfer Aspect.
Transfer Aspect. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. but until they do. this stunt provides more energy to run any systems that draw their power from the armour. Cost -1bp. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense.

and are not available to other races. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. Instead.Armour Manufacturers
Not all armour manufacturers produce a line of armour that is suitable for all body shapes. and is here purely for reference and inspiration for aspects or plots.
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.2 Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation
Sample Armour Manufacturers
Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix
Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes
Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes
Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes
Note 1: Volus.
Manufacturer1. Elcor. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. use this table as inspiration to describe or inspire character aspects. For gaming purposes there is little need to differentiate one manufacturer from another due to the variability of armour able to be created with the armour creation rules on page 235 of the Diaspora rulebook. like Devlon Industries. whereas others like the Serrice Council produce solely for one race. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. and Hanar all produce their own armour. Some. will manufacture for all races.

Chemical Rounds
Designed to detonate on impact.a mass of super-cooled subatomic particles . and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. All variant ammunition costs 3 to purchase. this could mean back in the attacking character's zone. there's plenty of opportunity for customisation.capable of snap-freezing impacted objects. activates the weapon's "Overheated" tag and extends it for one additional round.
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. +2 Pen to targets with an uncompelled Shields stunt. Ammunition must be purchased separately from weapons. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4.New T3+ Energy Weapon Ammunition
The variety of adversaries in the Mass Effect setting can be dealt with more easily by ensuring that you are using the appropriate ammunition. • -1 Harm. Successful hits confer the free taggable aspect "Toxic Shock" to the target. places a free taggable aspect "Massive Fireball!" around the target. • on an unsuccessful attack. • +1 Harm to targets with a 0 armour defense rating. these rounds are particularly effective against living targets. high explosive rounds have one major drawback: a massive increase in weapon overheating. • causes 2 additional shifts on a successful hit. 1dF zones away (yes.
Popular with pirates. these rounds are coated with a highly toxic compound. • If installed on a weapon with a maximum range not exceeding 2.) • if used in two successive rounds. • Harm of the weapon is reduced to 0. Armour Piercing Rounds
Specifically designed to puncture metal.
Cryo Rounds
New Variant Ammunition:
Anti-Personnel Rounds
Cooling lasers collapse ammunition into small Bose-Einstein condensate . High Explosive Rounds
Designed to shred flesh and other organic matter. and provide +2 shifts if tagged by another player who successfully hits. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. criminals and mercenaries. these rounds are particularly effective against synthetic targets. removes the Thermal Clip stunt. With nine different ammo types. They are similar in construction to hollow point rounds. and can only be installed or removed from the weapon during the refresh phase of the game.

Phasic Rounds
Instead of projectiles. usually one that occurs between scenes. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. It would have its base stats against any other target. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. For example. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. • extends the "Overheated" tag for one additional turn after being compelled. This makes them perfect for shotguns. or disappears after a short rest.Incendiary Rounds
Radioactive Rounds
Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. as due to their Dispersed Fire stunt. which is greater than maximum of 2 zones required for the ability to take effect. • on a successful hit. For situations not discussed in the details of the Ammunition stunts. Penetration 2. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. • -2 Harm.
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. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. This consequence can be removed by a character with the First Aid Tech Talent. the actual damage done to the target is typically less than what's done by a standard round. or with a tagged Shield aspect "Shields are Down!"
These rounds are stamped with a minuscule amount of radioactive material. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. • on a successful hit. Thermal Clip). knocking opponents completely off their feet. inducing low levels of radiation sickness in targets. a weapon's Harm and Penetration are as per listed normally for the weapon. Low Recoil. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. knocks the target over and confers the free taggable aspect "Knocked prone". However. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". causes +1 shift to all subsequent successful attacks against target until player's next turn. a hit will place the tag on all targeted enemies. Sledgehammer Rounds These rounds hit with incredible force. Harm 4. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour.

If "High Recoil" is already present. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. variant ammunition isn't enough to give you an edge over your enemies. • +2 to Harm. • -1 to Agility checks. it instead clears at the end of the players current turn. All weapon mods cost 3 to purchase. They are more expensive to obtain than other weapon mods. • Cost of this mod is 4. the player rolls 1dF.New T3+ Energy Weapon Modifications
Sometimes. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. and can be installed or removed from the weapon during the refresh phase of the game. Kinetic Coil
Frictionless Materials give rounds more power at impact. • +1 to Alertness when operated by an individual in powered armour. Agility checks now at -3 if no "Servo" stunt on armour. If weapon and armour are separated.
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. and must be installed on higher quality weapons. that's when you need to go and upgrade your guns.
High Caliber Barrel
New Weapon Mods
Combat Scanner
Designed to interface with the Sensor packages installed on powered armour. Frictionless Materials
Increases the damage of the weapon at a cost of increased recoil. Weapons can only accept two Weapon Mods at any time. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. • +2 to Penetration. this mod cannot be applied. • -1 to Harm. • After every turn in which the weapon is fired. and cannot be applied to weapons with the "Civilian" aspect. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". • +4 to Penetration. Weapon Mods must be purchased separately from weapons. if it would normally clear at the beginning of their next turn. This allows it to be compelled again before the player's next turn. this mod ceases to provide its bonuses and penalties. For example. When you want to get that edge back. Users already prone still receive the free taggable aspect.
This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. This comes at a cost of decreasing the agility bonus as the Combat Sensor draws off some of the power intended to run the armour servos. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). Combat Scanners increase the chance of detecting enemies.

it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive.
Hardened ceramic plates can be applied to body armour suits. element zero microcores and firewall technology to give the wearer brute strength. • +3 to Harm.1 to Agility checks. this mod cannot be applied. the player rolls 1dF. negating the benefits of the "Lightweight" aspect. Scram Rail
Ablative coating is designed to chip away when impacted. • -1 to Harm. such as Cryo Rounds or the Improved Heat Sink weapon mod. Combat Exoskeleton
This prototype armour upgrade combines mechanical augmentation. • +4 bonus to Defense rating of armour. On anything other than a +1 result the weapon automatically activates the "Overheated" tag from Thermal Clip aspect immediately and it does not clear until the end of the player's next turn. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. All Armour Mods cost 3 to purchase unless otherwise stated.
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. • +1 to Harm. Armour Plating
This prototype upgrade greatly increases damage. and each armour can be modified to take a maximum of two Armour Mods. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. it now becomes more difficult to move due to its awkwardness. If "Low Recoil" is already present.
Advanced VI functionality reduces weapon kickback to improve accuracy. until the bonus is reduced to a minimum of +0 for the remainder of the scene. • . • Replaces "High Recoil" aspect with "Low Recoil" aspect. • -1 to Harm. resistance to weapons force and resistance to Biotic and tech attacks. Recoil Damper Ablative Coating
Reduces kickback to improve accuracy at the cost of decreased power. but causes a greater chance of weapon overheating. increasing their effectiveness. Comes at a cost of reduced power. • Armour gains the "Very Heavy" aspect. • After every turn in which the weapon is fired. All mods require the aspect "Powered Armour" to be installed. • +2 bonus to Defense rating of Armour. redirecting the energy of incoming projectiles away from the body. Rail Extension
New Armour Mods
Modifies the length of the barrel to increase damage. and which may be compelled for all sorts of scene effects. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. These mods may only be installed or removed from the armour during the refresh phase of the game.Kinetic Stabiliser
New T3+ Powered Armour Modifications
With all those lethal variant ammunition and weapon mods out there.

and counts as two Armour mods. • The armour disables the first free tag gained from the Health stress track of the wearer as a combat action (this prevents an opponent using the Consequence to your disadvantage).Biotic Effects and Tech Talents. Energised Plating Mechanical augmentation increases the brute strength of the wearer. and also remove the Defense and agility penalties. • -2 to Agility checks as the mod draws power from the system intended for the servos. Hardened Weave
A prototype armour with a complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the bonus against
A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. Energized Weave
Microprocessors wired into a combat suit can monitor vital functions and release small. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. • This armour costs 4 to purchase.
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. this armour provides maximum protection for the user. • This armour costs 4 to purchase. • Grants a +2 bonus to Close Combat checks. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. • +6 bonus to Defense rating of armour. Exoskeleton • +4 bonus to Defense rating of armour. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. and counts as two Armour mods. • This armour costs 4 to purchase. and counts as two Armour mods. First Aid Interface
A prototype upgrade designed specifically for heavy combat use. Designed for heavy combat use. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. it provides maximum protection for the user. • -2 to Agility checks as the mod draws power from the system intended for the servos. localised doses of medi-gel to accelerate the healing process. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4.

causing a -1 to Agility checks. Requires the Shield aspect on the armour to be installed. • Any time the "Shields are Down!" tag is activated. • +1 to agility checks. the more potent the barrier. • Any time the "Shields are Down!" tag is activated. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. causing a -2 to Agility checks.
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. localised doses of medigel to accelerate the healing process. • +2 Shield bonus to the Defense rating of the armour. Requires the Shield aspect on the armour to be installed.Kinetic Buffer
(this prevents an opponent using the Consequence to your disadvantage). the shield bonus from this mod is also negated. Medical Exoskeleton
Specialised microprocessors wired into a combat suit monitor vital functions and release small. maximising healing and minimising recovery times for the user. • This bulky armour mod decreases the power available to run other systems. This interface also provides resistance to toxic attacks. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • +1 to Agility checks. combat suits rely on capacitors to store energy from a generator. • The armour disables the first free tag gained from the Health stress track of the wearer as a combat action (this prevents an opponent using the Consequence to your disadvantage). • +2 Shield bonus to Defense rating of armour. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions
To generate kinetic barriers. • -1 to Stamina checks (this does not confer any changes to the Health stress track). • +3 to Defense rating of armour. The greater the capacitor storage. and counts as two Armour mods. the shield bonus from this mod is also negated. and counts as two Armour mods. • This armour costs 4 to purchase. • This very bulky armour mod decreases the power available to run other systems. • This armour costs 4 to purchase. Medical Interface
This mod draws on the user's stamina to boost their agility. Kinetic Exoskeleton
This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Shield Battery
A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. • Confers the free taggable aspect "Software Crash" which may be compelled to prevent any movement for this round as the armour must be manually rebooted.

• Chemical rounds are unable to confer the "Toxic Shock" aspect.) • Harm: 3 (2 against shielded armour) • Penetration: 1 (3 against shielded armour) • Low Recoil (weapon can be fired without penalty in low gravity) Purchased from one of the citadel markets. Although it has reduced stopping power. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. and become unreliable when dramatically necessary.Stimulant Pack
Advanced Gear
All weapon and armour gear starts at T3 across the board. The prototype armour mods provide some of the better bonuses. and causes a -2 penalty to Agility checks. Cryo Rounds 3. Kinetic Stabiliser 3 Final Weapon Stats: • Range: 0/2 (Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. May not be compelled two turns in a row. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. She also added the ammunition mod at the same time so that the weapon will never overheat. Costs: Pistol 4. Relying primarily on her Tech Training. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. +2 Penetration to targets with an uncompelled Shields stunt. • +1 to Biotic Training and Tech Training skill checks. Toxic Seals
Sample Advanced Gear
Specially-sealed body armour provides increased protection against radiation. gases. and a host of other toxins. • If installed on a weapon with a maximum range not exceeding 2. and that penetrating those shields is paramount. though they count as two mods instead of just one. Tali needs a weapon that she can rely upon if the battle gets too close. removes the Thermal Clip stunt. Tali knows that the Geth nearly always have shielded systems. Here's a look at some of the possibilities.
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. • This mod confers the free taggable aspect "Overstimulated and Distracted" that may be compelled to remove the bonus to Biotic Training and Tech Training skill checks.
Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times.
Tali'Zorah's Pistol Manufacturer: Devlon Industries Equipment: Stinger class Pistol Base Stats: • Range: 0/2 • Harm: 4 • Penetration: 1 Aspects: • Low Recoil • Thermal Clip Cryo Rounds: • -1 Harm. • -1 to Harm. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range.

Wrex becomes a battlefield juggernaught. • . • +4 bonus to Defense rating of armour. With enough protection to allow him to get up close and personal in a fight. Little tricks. and knows that with correct field placement. • Cost of this mod is 4. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. Frictionless Materials: • +2 to Penetration. if Wrex remains stationary) • Very Heavy • Biotic/Tech Defense (target to affect Wrex / armour increased by +1) Weighing in at over a metric ton when wearing his favoured armour.Garrus Vakarian's Sniper Rifle Manufacturer: Elanus Risk Control Equipment: Hammer class Sniper Rifle Base Stats: • Range: 3/5 • Harm: 4 • Penetration: 3 Aspects: • High Recoil • Thermal Clip • Advanced Optics Armour Piercing Rounds: • +1 Harm and +1 Penetration to synthetic targets such as the Geth. unstoppable warrior. a Krogan Battlemaster running in at a charge is terrifying beyond belief. negating the benefits of the "Lightweight" aspect. • This armour costs 4 to purchase. Costs: Armour 4. Frictionless Materials 4.1 to Agility checks. AP Rounds 3. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. the awkwardness of his modified rifle should never become a deciding factor. Rail Extension: • +1 to Harm. and counts as two Armour mods. No movement required to activate.
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. and clears"Shields are Down!" tag automatically. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. Combat Exoskeleton 4. +2 bonus on armour defense the turn after "Taking Cover!". have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. Assisting this was his access to some of the best mods available. may be compelled for all sorts of scene effects. He appreciates the ability to take down highly armoured foes from great distances.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. Costs: Rifle 4. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. Rail Extension 3.) • Thermal Clip (weapon has the Aspect "Overheated" which may be compelled to prevent firing) • Advanced Optics (allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. and cannot be applied to weapons with the "Civilian" aspect. like the defense against Biotic Effects and Tech Talents.
Urdnot Wrex’ Armour Manufacturer: Kassa Fabrication Equipment: Colossus Krogan Armour Base Stats: • Defense: 6 • Stamina Mod: +2 • Agility Mod: 0 Aspects: • Powered Armour (Sta +2) • Servos (removes agility penalty) • Shields • Recharge Booster Combat Exoskeleton: • Armour gains the "Very Heavy" aspect. ―Out of Juice‖ taggable aspect) • Servos (removes agility penalty) • Shields (taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense.

Frictionless Materials 4. This shotgun is able to double its Harm rating every turn. Improved Heat Sink 3. knocks the target over and confers the free taggable aspect "Knocked prone". • -1 to Harm. knocking them all prone in the process. knocks targets over and confers "Knocked Prone" free tag.Cerberus Defender Modified Shotgun Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Base Stats: • Range: 0/2 • Harm: 4 (8 when using Both Barrels) • Penetration: 0 Aspects: • Low Recoil • Thermal Clip • Dispersed Fire • Both Barrels (doubles Harm for next shot and tags ―Overheated‖ aspect until end of next round) • Limited Range Sledgehammer Rounds: • On a successful hit. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. Final Weapon Stats: • Range: 0/2 • Harm: 3 (6 when using Both Barrels) • Penetration: 2 • Low Recoil (weapon can be fired without penalty in low gravity) • Improved Thermal Clip (has the Aspect "Overheated" which may be compelled to prevent firing. • Both Barrels • Limited Range • On a hit. and cannot be applied to weapons with the "Civilian" aspect.
Costs: Rifle 4. Frictionless Materials: • +2 to Penetration. applying its offensive roll to each target in a zone). and apply that to every target in an area. • Cost of this mod is 4.
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. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. Sledgehammer Rounds 3.

Due to their widespread network. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts." and may have been edited by Cerberus agents to discourage casual explorers. This ensures that should one cell be compromised. Husks. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. highly armoured. these snipers find cover and hit with Assassination. Led by a mysterious figure known only as the Illusive Man. ranging from political to scientific but all united under the common goal of advancing humanity. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. collecting bounties on escaped Tech criminals. or other dangerous nasties. thus rendering the Illusive Man blind in those areas. Cerberus effectively has access to almost every settled system. However. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. Their core belief is that humans deserve a greater role in the galactic community. Any methods of advancing humanity's ascension are justified. reporting regularly. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. Cerberus has operatives all over Citadel space and the Terminus Systems.ADVERSARIES
Apart from chasing after rogue Spectre agents. terrorist activities. • Cerberus Snipers: Often found indoors. Each cell is led by an operative who reports directly to the Illusive Man. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on.
• Research Technicians: The technicians are normally Biotics.
Cerberus is very well-funded. Cerberus operates many other kinds of cells than purely para-military focused ones. sabotage and assassination. including illegal or dangerous experimentation. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. though unarmoured. • Cerberus Defenders: Found protecting research technicians. Cerberus also runs several front corporations meant to fund and support their operations. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. which includes Rachni (soldiers and workers).
Cerberus
Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. there are other races. or hunting rogue psychotic Asari purebred Biotics. and colony in the galaxy. Cerberus operatives accept that these methods are brutal. creatures and organisations out there for the characters to encounter. they use powerful Throw attacks. which they don‘t just use against vehicles such as the M35 Mako.
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. but believe history will vindicate them. the others would not be captured. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. They have also been described as a pro-humanity terrorist or paramilitary group. but which has now gone rogue. due to their activities. destroying Batarian pirate and slaving rings. major trade stop. they are rapidly deployed. and use modified shotguns (page 61).

capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping).
• Geth Trooper: Standard Geth troops equipped with Geth pulse rifles.Geth
As described in the Racial Backgrounds section. barriers. Extremely resilient to small arms and ground vehicle fire. Equipped with Geth pulse rifles and rocket launchers.
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. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Resilient to gunfire. • Geth Sniper: Armed with Geth sniper rifles and shielding. Very strong shields and extremely resilient with shield recharger. and vary according to role. and Jamming. • Geth Juggernaut: Similar to Geth Destroyers. Geth encountered beyond the Veil will have programs developed equivalent to skills. The Geth are entirely synthetic creatures. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. such as the Neural Shock Tech Talent. Capable of Radar Jamming but no shield recharging. Has shielding but no rechargers. Utilize both disruptor and scram rockets heavy weapons platforms.
Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. Specialised for close quarters combat. have access to Tech Talents. shielding and rocket launchers. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. Carnage (see page 20) and the ability to recharge shields. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Some have a stunt that grants them the equivalent abilities of an Omni-tool. specialised for long-range combat. Extremely strong armour and shields with recharger. Heavily shielded and very resilient with shield rechargers. • Geth Hopper: Cyberwarfare and ambush platform. Overload. and can utilise Carnage. Attacks using the Geth sniper beam. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). has the ability to charge. with the number of Talents equal to the skill rating. Geth barriers and capable of recharging shields. Capable of using Assassination (see page 20). • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. • Geth Rocket Trooper: Equipped with Geth pulse rifles. practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. Has the Geth Shield Boost ability (treat as Ablative Armour). and thus immune to effects that target only organics. and Toxic rounds. Also possesses shields.

with an equivalent skill level of 3 ranks. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. often fielded by the Alliance. or where the use of organics for "around the clock" shifts is unfeasible. there is never only one husk around. LOKI Mechs are incapable of any complex tactics. partly as a trap and partly as a warning to other organic races not to enter their space.Husks
Husks are synthetic "zombies" created by the Geth. • LOKI Mech: The LOKI Mech is a bipedal humanoid security robot designed for security detail and guard duty in locations where manpower is an issue. Unfortunately for those that encounter them. The Geth used a ship full of Husks. huge spikes that Alliance marines have nicknamed "dragon's teeth". variant weapon ammunition. When a human is captured they are placed on impaling devices. and their civiliangrade firewalls are insufficient to deal with modern hacking. They possess a basic personality suite and are easily programmed for various security tasks. blood is changed to a sickly green fluid. When the spikes are approached – say. husks attack with a brawling skill level of rank 2. Many mercenary groups make extensive use of them. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. Husks that reach the same zone as any character attack first with an electrical blast. Thereafter.
No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. once close enough. the dual "eye" on the unit turns from white to red. LOKI. and so on. Originally used by the Alliance for colony guard duty. prior to determining whether the effects of the blast generate composure track shifts. though it is effective psychological warfare to make soldiers fight their own dead.
MECHs
Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. The husks will charge at their enemies and.
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. commonly called MECHs. the MSV Cornucopia. They have an inbuilt level of equivalent armour with a defense rating of 2. never seek cover during a firefight. They count as both biological and synthetic creatures for the purposes of Tech Talents. and the body generates an electrical charge. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. and YMIR classes of mechanical infantry units. if marines try to recover their dead comrades – the Husks are released and attack. and is also the manufacturer of the FENRIS. give off a powerful electrical blast which disables shields and causes massive damage. typically as expendable assault units. allowing their programs to be easily overridden and turned upon their owners. skin and water content are converted into cybernetic materials. A LOKI Mech that switches to its security protocols is easily identified. as an individual husk can only generate one electrical blast. Over time the body's organs.

Kinaesthetic programming is limited due to the complexity of the design. limiting its movements to a slow. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. as they tend to constantly advance on enemies to engage at point-blank range. A major disadvantage to FENRIS Mechs. is a massive killing machine designed for anti-infantry purposes. or overridden by an experienced hacker. the mech will deactivate and remain stationary. the YMIR Mech has better firewalls than other models. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. and have been seen deployed alongside LOKI Mechs. After the target is struck. bringing the target down with its front legs in an animalistic pounce-like motion. but is still vulnerable to hacking by dedicated hackers.
• YMIR Mech: The Battle YMIR Mech. they are stunned by a taser device embedded in the 'head' of the FENRIS.and drugsniffing dogs would. In order to fire either weapon. and FENRIS Mechs can be turned against those they are tasked with serving. altered. To protect the workings of the weapon arms from small arms fire. they are identifiable by their white armor and red lights. Despite its fearsome weaponry. As a military model. Heavily armoured and shielded. the mech will explode. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. used in the same manner bomb. or Model 34-A. When attacking. For many humans.
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. it must pause to fire rockets to ensure a stable launching platform. and indeed to all mechs. giving warning to those able to see the mech. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. noisy. a FENRIS Mech will accelerate to a set speed and jump with its rear legs.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. Whilst it can fire its twin Cannons on the move however. walk and cannot attempt to climb steps. these covers must open.
FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. the YMIR does have a few limitations. If shot while in this deactivated state. they are fitted with protective actuated shield covers. When a FENRIS Mech is severely damaged. is that their software programming can be hacked.

Mercenaries are usually found at their bases on remote worlds. or protecting their employer's investments or operations. consisting exclusively of Krogan and Vorcha. • Eclipse. and line up for an Assassination shot. smuggling tainted element zero.a major mercenary corporation active in the Terminus systems. Mercenaries hail from all races and backgrounds. which prefer to select equipment from a single company). mercenaries tend to use superior weapons and armour. or by individuals who want protection or assassination services. they are usually lightly armoured. • The Talons. • Blue Suns. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. Sometimes euphemistically referring to themselves as 'private security organisations'. but they are lightly armed and armoured. usually equipped with an assault rifle or a shotgun. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. • Mercenary Adept: Very occasionally. Given that their occupation requires them to be efficient and capable. They often have the ability to use Immunity. Their use of Throw and Warp makes them dangerous. • The Grim Skulls. They are usually hired by criminal organisations that require "heavy muscle".a 'private security' firm and one of the most powerful groups in the Terminus Systems. Batarians or Krogan. mercenaries will commonly raid remote outposts or unprotected starships when unemployed.a pirate group that acts as the"muscle" of Omega.
• Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. a biotic can be found amongst mercenary bands. most fill one of the following roles: • Mercenary: The standard mercenary. Able to field a variety of personnel to fulfil their contract.
Notable Mercenary organisations
• Blood Pack.Mercenary Organisations
Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. though are most commonly Turians.a minor mercenary band. mostly wiped out by Council Spectre agent Saren Arterius. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. and focus on vehicles such as the M35 Mako. Krogan mercenaries regenerate their shields particularly quickly in a fight.
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.a Turian group based on Omega. Humans. They control 20% of Omega.

Rachni soldiers are cunning and like to ambush their enemies.the Rachni can use weapons but prefer to use these tentacles to impale their victims. causing heavy toxic damage which ignores shields. Rachni Queens are capable of possessing the minds of other Biotics. They normally inhabit extremely hazardous worlds. the spacefaring Rachni were driven to expand and defend their territory. The Rachni aren't as extinct as the galaxy had been led to believe. but much larger creatures than Rachni Workers. seen. the humans. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. Bred in captivity away from a brood queen.
Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers.
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. Acting in swarms. It stands to reason that if the galaxy‘s newest spacefaring race. using them as proxies to translate and communicate when necessary.Rachni
The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. tending to the needs of the queen. Given their name. The Rachni are territorial. They are the 'elder males' of the hive that usually mate with the queen. It is also unique among Rachni in that it possesses some Biotic ability. they rush up to the squad and explode in suicide attacks. they respond with brutal force. in fear of being plunged into another galactic war. Best handled at a distance. able to survive environments that kill most sentient species. These tentacles are used to impale enemies . they likely fill the niche occupied by drones in other hive species. It is said that they only attack when the hive is particularly strained for warriors. They can also spit acid. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. although its attacks inflict more damage. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. Rachni Queens are the largest and most intelligent of the species. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. then its highly likely that other governments have as well. on difficult to terraform worlds. The Brood Warrior has abilities comparable to a standard Rachni Soldier. Rachni Soldiers are slower. They are most at home in vents and tunnels. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. if ever. Defended by Brood Warriors who will die to protect them. have encountered them. they are quite fragile. Should their territory be invaded on purpose or even by accident. with thin tentacles ending in little pods. They were eventually defeated and completely eradicated by the Krogan. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. and rarely. determined to remain isolated from the rest of the galaxy. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). Intelligent but highly aggressive. and other hidden locations. causing heavy toxic damage.

they completely ignore shields. They can take a lot of damage and can be very hard to kill. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. with a range of 2/5. two or three at most can be found on a single planet. and are a menace to any structures or vehicles in their nesting area. but can move incredibly quickly below. such as a crashed probe to draw unwary scavengers. which is a combined combat skill and weapon. violent creatures that burst up from the ground without warning when disturbed. They reproduce via spores that lie dormant for millennia. They have Natural Weapons as an apex skill. • Dauntless: Thresher Maws have no composure or wealth tracks. penetration 6. harm 8. and do not inhabit rolling hills. but there are some "stray" nests. and move if shifts are successfully generated against them. with a harm rating of 8 and must wait one round between attacks due to their size. and their acid attacks as though the shields stunts don‘t exist. Due to their size. asteroids or moons with little or no atmosphere. Give them the following stunts: • Extended Reach: Due to their immense size. Fortunately. Aggressive and highly territorial. They live alone in nests spanning large areas underground. and a new skill called Acid Spit. and must wait one round between attacks to recharge their spit. and smashing with their claws in close range while emitting infrasound. or valleys. They can grow to be in excess of 30 metres tall above the ground. They are enormous. • Native Burrower: Thresher Maws never fully leave the ground they live in. the Thresher Maw cannot be targeted. thresher maws are immobile above ground. or they may take an additional zone of movement when they take their free move when fully underground. thresher maws usually live in large flat open spaces on uninhabited planets. and their burrowing style of movement. They also consume minerals and ores from the ground itself and use an odd form of photosynthesis to combine solar radiation and minerals into energy they can use to fuel their significant mass. with a body nearly twice that size beneath the surface. mountains. only the head and tentacles erupt from the earth to attack. Treat Thresher Maws as having an armour defense rating of 6. They also have rank 4 skills agility. They may use their one free move to rise up or drop back underground. and instead have an extended health track of 3dF+9
Thresher maws are solitary creatures. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. they can reach one additional zone with their claws when using their natural weapons. identifiable only by their landscape profiles. Threshers commonly have some sort of "lure" in their nest. Their attacks consist of spitting powerful viscous acid that splashes on contact. They always attack the closest target.
burrowing up from beneath their prey. The body of an adult thresher maw never entirely leaves the ground. Owing to the nature of their attacks. When moving underground. and are immobile when they raise up to attack.
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.Thresher Maws
Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. spread by previous generations of space travelers. As a result. thresher maw spores appear on many worlds.

Krogan Blood Pack mercenaries often sweep pockets of Vorcha. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. they are – like most life from Tuchanka – savage. The lack of resources has resulted in a tight-knit clan based society in which rival clans wage constant war against one another for control of scarce resources.Varren
Varren are omnivores with a preference for living prey. gathering them up and literally beating them into soldiers. clannish. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. varren infestations have followed. The Krogan have had a love-hate relationship with varren for millennia. However. Virtually everywhere the Krogan have been. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. hostile. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. Vorcha ―trained‖ by this ordeal are stronger. wild varren hunt in packs and are so vicious they'll even take on the Geth. savage species. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. A common subgenus of varren has metallic silver scales. including Batarians – raise them as beasts of war. To this day. their continual lack of resources have kept Vorcha society extremely primitive. and consummate survivors. Gaining even a few Vorcha gives a mercenary band a formidable advantage. faster. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. wreaking havoc with the native ecology. the Vorcha constantly fight each other in fierce competition over basic necessities. Even as their population grows. leading to the rather unusual nickname 'fishdogs'. alternately fighting them for territory and embracing them as treasured companions. Originally native to the Krogan homeworld of Tuchanka. Krogan – and some other species.
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. Seeing the potential of the Vorcha's individual adaptability. and more resilient than other members of the race.
Vorcha
The Vorcha originate from a small.
Their supreme adaptability. smarter.

larger than anything else built by the council races. Geth dropships are classed as Frigates. • Cruisers are firmly in the realm of T3 (23bp) ships. is not important. who use magneto-hydrodynamics to power them. assigned a dedicated crew to operate all systems. depending on the individual size and age. Warships in Mass Effect are classified in one of four weight classes: Frigates. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. thus Technology is the difference between ships. but use the optional rules for Fighters on page 228 of the main rules. so are well represented by the T1 (11 bp) level. cargo freighters and colony ships usually sport minimal or no weaponry. or at T3 with a few sink stunts. Cruisers. such as luxury cruisers. Spacecraft and Tech Levels Diaspora made the design decision that ship size. • Carriers are usually the same size as Cruisers at T3. We can adjust this for our game.
Crew must adhere to the standard operating procedures of the government. • Frigates are designed at a level of T2 (17bp). and are limited in number to only a few operated by each member race. so that instead of limiting ships build points by technology. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. The only ones who use an actual Beam weapon are the Reapers. • Dreadnaughts are the largest vessels in Council space. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design"
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. we have a quick and easy way to define and differentiate our ships. These behemoths are built at T4 (29 bp). and built with 8bp. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). we just say that they are limited by size.Space Combat Mini-Game Changes
SPACECRAFT
Knowing that Mass Effect is not set in the hard sci-fi genre allows us to tweak the Diaspora starship creation rules to align with the Space Opera ideas that big ships with lots of people and weapons are possible. Carriers. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". All ships of this type must take the Civilian stunt. or T2 level for the larger designs. These terrors of the black are built at T5 (35 bp) or T6 (41 bp). Using this idea. • Reapers are sentient ships.
New T0+ Spacecraft Stunts
Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. one man ships. for a hard sci-fi genre. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. • Fighters are small. and have access to shipyard facilities that supply dedicated repair engineers. and Dreadnaughts.
New Spacecraft Stunts
Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. with severe consequences for variation from those limits so imposed. With this small tweak. usually fielded by carriers.

See Diaspora page 69 for standard travel times. This experimental system may only be installed on spacecraft with a
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. then divide those by ten. or it will build up to levels capable of cooking the crew alive. and a +2 bonus to repair checks to remove consequences. a Mass Effect Drive is required to access the mass relay system. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). Requires the Tantalus Core Stunt. Cost 1bp. Cost: -1bp. but the stored heat must eventually be radiated. Spacecraft can go to 'silent running' for around 2-3 hours. or drift passively through a system for days before having to vent and give away her position. This system does not operate during mass relay travel as the heat generated is too much to absorb.
This stunt also provides a +2 bonus to maintenance checks when at government facilities. These shields safely deflect small objects traveling at rapid velocities. and provides a +2 bonus to Heat Track as well as a +2 bonus to the Navigation check during the Detection phase of space combat. except when such consequences were gained when the aspect chosen above was tagged. torpedos.• • • • • • • • • • • • • • • • • •
"Incorporates Dodgy Alien Tech‖ "Infamous Captain" "Is It Meant To Do That?‖ "Known Weakness in Tactics" "Last Generation Tech‖ "Money Sink‖ "Must Not Shoot First" "Not Built To Do This‖ "Operating Beyond Its Limits‖ "Pirate Doppelganger‖ "Poorly Maintained‖ "Protection Obligations" "Rules and Regulations by the Book" "Should Have Retired Years Ago‖ "Slow To Respond‖ "Sub-standard Sub-systems‖ "Variable Training Levels" "We Have An Operative Aboard‖
Trade stat of 0. This affords protection from micro-meteorites. and thus reserved for critical operations. Cost 2bp. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. and mass effect accelerated projectiles.
Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. whilst also powering the Internal Emissions Sink. and provides a +1 bonus to V-Shift. Cost 4bp.
Internal Emissions Sink This stealth system is able to temporarily "store" heat generated by routine shipboard operations in lithium heat sinks deep within the hull. Cost 1bp.
New T1+ Spacecraft Stunts
Mass Effect Drive The pinnacle of interstellar drive design. and allows ships to move ten times faster between their destinations for the same reaction mass.

the Specialists gain an extra aspect ―Power Drained‖. as well as +1 to one of the Signals or Camouflage skills. Biotic Specialist (Infantry) As fearsome as they are in direct combat. the basic principle remains the same. or Armour. the infiltrators gain an extra aspect ―Power Drained‖. Direct Fire. while no less potent to their unit. However. All normal rules for character association with units apply as per Diaspora page 192. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. though. determined at creation. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. At creation choose one of Armour or Hand-to-Hand. the Defenders gain an extra aspect ―Power Drained‖. At the gaming table. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand.
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. This stunt provides a +1 to Hand-toHand. and +1 to one of Direct Fire or Anti Air. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. or Direct Fire. Whether on a starship or a soldier's suit of armour. as well as +1 to one of the Observation or Armour skills.
Platoon Creation Changes
When constructing platoons. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. The unit receives +2 to this skill when used defensively. Shield Projector Kinetic barriers.
New Platoon Stunts
The following stunts may be taken by any unit that meets the type restriction (if any).Platoon Combat Mini-Game Changes
Mass Effect Platoons
The Mass Effect computer games are played from the point of view of one small squad in a very large galactic struggle. At platoon level. There are no new platoon skills added in this section. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. provide protection against most mass accelerator weapons. Additionally. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. Similarly. this stunt grants +1 to the Signals skill of the unit. Command. Additionally. there are a few ways Mass Effect characters can augment their assigned platoon. Tech Infiltrator (Infantry) Using their jamming skills to great effect. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. colloquially called "shields". this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. offensive Biotic abilities are unfortunately visually flashy and distinctive. Anti-Air. and receive a -1 penalty to Camouflage next turn. Tech Specialist (Infantry) Seizing control of the electronic battlespace. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. Additionally.

The Mantis houses an element zero core which lightens the engines with a mass effect field. the Mantis remains in service in dozens of armies across the galaxy. Max Move +1 Scout: able to continue move when entering a zone containing an enemy Wireless: Command Range +1 Reach Out with Precision Fire Overheated Weapons Alliance M29 Grizzly Infantry Fighting Vehicle (T3 Armour) Armour 5. a high-altitude bomber. Hand-to-Hand 2. Direct Fire 3. First rolled off the assembly lines in 2170. Whilst slower and bulkier than its successor. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station.
Alliance Marines (T3 Infantry) Direct Fire 3. the Grizzly has had a long career protecting its troops well. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. Movement 1. no spot of enemy units required Battlefield Genius: platoon units gain Command Range +1 Command and Control of the Battlespace Overheated Weapons As Protective As a Papa Bear A61 Mantis Multirole Gunship (Citadel Races Only) The Gunship is driven by vectored-thrust engines. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1
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. The only role the Mantis cannot perform is that of a true deep-space fighter. Signals 2. “Goldylocks” Platoon (Alliance) • 2x Alliance Marines • 2x Alliance M29 Grizzly Infantry Fighting Vehicles • 1x Alliance M29C Grizzly Command IFV • Platoon Fate: 6 FP An older styled platoon. the M35 Mako.
Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Proven Battle Taxi Overheated Weapons Alliance M29C Grizzly Command IFV (T3 Armour Leader) Armour 4. Command 1. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. Anti-Air 2. taking out support units and delivering marines to weak points in the enemy formations. a fighter. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. Direct Fire 3. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. and was a bane against the Turians during the First Contact War. Observation 2. disrupting communications. Movement 1.Example Platoons
All platoons are created at tech level T3. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. as it has no FTL drive. Movement 1. allowing it to take off vertically and hover in place using minimum fuel. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Armour 1.

At the time of the first game. those confines. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. permitting instantaneous passage across thousands of light-years. exploring ancient ruins and fabulous cities alike. With the technology from these ruins. Humans are still discovering what it takes to survive on these newly discovered worlds. unpredictable. Their independent discovery of a Prothean data cache on Mars and their activation of the Charon Mass Relay thrust them into politics of the existing races and upset many delicate balances. by its very nature as programmed entertainment. Humanity began its journey among the stars. Whilst the Citadel is seen as the primary location of galactic rule. or outside. no one in the wider galactic community had ever heard of humans. you get the chance to explore the galaxy. with steps designed to help link your characters to each other. to join the Asari. they began activating every mass relay they could find. battling aliens and making allies (and vice versa). our options are not so limited. Character creation works in a similar way. Many races have petitioned for elevation to this status for a long time. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. as the structure of the Diaspora RPG cluster and character creation is designed to help you. Whilst you can explore hundreds of worlds across the series. humans have an active role in galactic commerce and settlement. as well as how individuals choose to operate within. as well as confronting the prevailing opinions of humans as intelligent. individualistic and thus. I‘ll raise some themes and potential campaign hooks that may help you in the creation of your own stories in this exciting and fun setting. there are many places that the reach of the council doesn‘t extend. Cluster creation is intended for each player to suggest themes they‘d like to explore. and Turians in the decision making process. Hoping to expand their territory and driven by immense curiosity about the galaxy. such as
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. In this section. abnormally ambitious. there are hard limits on what you can do and where you can go. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. This is the setting history established in the first Mass Effect game. highly adaptable. Humans also discovered the mass relay network that threaded the galaxy. Taking control of a pivotal character in the events of the game.Campaigns and Themes
Mass Effect is set in the year 2183 CE.
They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. beginning the First Contact War. At the gaming table. Humans are new to the galaxy A little over 35 years ago. and are heavily petitioning for full member status in the Citadel Council. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. unlocking faster-than-light travel. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. Salarians. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. encountering various alien races and establishing itself on the galactic stage. humanity learned the secrets of mass effect physics and element zero.

or the corporate control of Noveria. there are those who are sent in to do them. skills or abilities your character needs. As one character in the game puts it: synthetic races have no use whatsoever for organics — they don't have the same needs or drives as biological creatures. the imminent return of the organo-synthetic Reapers coming to absorb all sentient organic life in an orgy of destruction is a key issue behind the plot of the Mass Effect games. aspect.the iron fisted rule of the Asari crime lord Aria on Omega. Tying into the first theme of humans being new to the galaxy. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. there is much appeal to playing highly competent beings breaking heads and taking names.
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. so they have no need to
trade resources or information with them. when other inspiration is taking a while to surface. lest the same mistakes get made. The Quarian peoples are adrift in space. When you are unsure what kind of aspects. banning AI research almost entirely. many mercenary groups employ humans as hired muscle. Diaspora supports this style of play with its pyramid skill structure. The companion document to this rules hack. or circumvent. ―Hacking Diaspora: Threats. They have successfully incorporated humans into their structure to help with policing and patrol duties. Unfortunately for the council races. replacing the Technology attribute in the Cluster creation mini-game with the Order attribute allows players to decide for themselves how this theme impacts their characters. C-Sec is a volunteer organisation. However. give ‗em that race. this can be explored in the ways humans protect. Just choose one. these potentially disastrous outcomes are neither certain. The apex skill represents a significant investment in time. nor impossible to work around. you can always begin by using one of those characters as a starting point to developing your own. The Citadel Council heavily controls all research into synthetic intelligences. Organics vs Synthetics In the large scale. and an Artificial Intelligence character as allies of the player in the second and third game shows that there is much that can be learned by both sides when working towards the same goals. you have probably noted things of interest you‘d like to explore. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. resources and attitude for the character. Along these lines. with them making up the largest of the minorities. so too is the nature of how organics deal with synthetic intelligences. An AI gives the view from the other side of the fence when it says that. or stunt that interested you. the Geth. You can always fill in the rest as you play. Sometimes. take some time to decide why your character is so good at that particular skill. an ability or race. and is always happy to take new recruits. Conversely. and you‘re good to go. a stunt or two. At the personal level. they are all you need to begin to create a character. The introduction of both a Geth character. the law. exiled from their home planet by their own creations. "all organics must destroy or control synthetic life forms". to provide protection to interests not necessarily desired by the Council. or even the elite Council Spectres. Partial Characters and Cool Stuff As you have read through this book. the covert and clandestine Salarian Special Tasks Group. notably Blue Suns and Eclipse. With only one skill at the Superb (+5) level. Special Operations and Apex Skills When there are dangerous missions to perform. Whether they are the biotic powerhouse Asari Huntresses. from a synthetic point of view. and Elite special operations groups are one place to develop them. name them.

Place ―Slammed‖ aspect on target. or Throw to target. or +4 for having both. you are unable to act the following turn. Next. Add 3dF to skill rank before combat to determine skill level. Must not take free move. Finally. Dominate Requires: Stasis effect and Resolve skill. rounding up against other biologicals. or both if you possess both effects. That target becomes immune to further Domination next turn. no effects avail. Asari Biotic No implant required. Draw line on map from character (Tactics -1) zones in length.VARIANT RULES QUICK SHEETS
Armali Council An affiliation of Asari manufacturing guilds who make high-grade omni-tools and bio-amps to only a select few clients. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. Their weapons and armour are high quality.
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.
New Stunt: Bio-Amp Implant
(Page 29)
Modifies number of effects. If target is invalid. Add 1dF to skill rank before combat to determine skill level. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. No max skill rank. L3-R Implant Max skill rank = 3 -1 to composure track. Effects = Skill rank. L4 Implant Aspect: ―Occasionally Distracted by VI‖. Finally. or +4 for both. Effected targets with the Shielding stunt are unable to move next round. have no implant and cannot take skill. apply Barrier to self. or a +4 bonus to unarmed biological target. They must then resist an attack equal to Biotic Training +2. Effects = 0 Stable L2 Implant Max skill rank = 4. Reave Requires: Warp effect and Medicine skill. All zones affected must resist this attack. then next turn gain a +2 bonus to armoured or synthetic target. must start again. L3 Implant Max skill rank = 3 Effects = Skill rank. Slam Requires: Lift effect and one of Throw or Pull effects. Unstable L2 Implant Max skill rank = 3. you are unable to act the following turn. Unable to use this effect in consecutive turns. Effects = Skill rank L1 Implant Cannot take skill. may spend a FP to gain a defense bonus equal to half Medicine ranks. Effects = Skill rank. high priced and very difficult to acquire for most non-Turians. If 0. Younger than 300: are dying. Make a Biotic check at +2 for one effect. Spend one turn preparing this effect. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. Effects = Skill rank +1. one composure or health damage cumulative per use. Shockwave Requires: Lift or Singularity effect and Tactics skill. If target was unarmoured biological. then next turn make a full turn move. otherwise resolves at the end of turn. reducing any pass costs by 1. make a Close Combat check at +2 bonus for having one of the required effects. Then. Unable to use another Biotic effect next turn. those without Shielding have the Lifted effect applied to them. Effects = Skill rank. If >5. Armax Arsenal Supplier of elite Turian military units. Spend one turn focussing on a target. Advanced Biotic Effects (pages 27. Place ―Biotic Shockwave‖ aspect if have Singularity. May pay a FP to resolve the effect immediately.

Target becomes immune to further Overloads next turn. Pen 2. A mobile weapon platform at your command. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. NonLethal. professional mercs. place a ―Frozen and immobilised‖ aspect on the zone for one turn. to weapons and armour. and to hack lone targets. Substitute ranks in Tech Training for Medicine skill rolls. All Tech Talents last for one turn. Harm 2. Combat Requires: Hacking Talent. heat or toxic exposure. Drone Stats: Range 0/1. access secure systems. etc. Multiple Redundancy: Use my Tech Training. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. Advanced Requires: Hacking talent. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. Place ―Disorientated and Confused‖ taggable aspect on biological target. Drone and Have-a-Thing: Combat Drone stunt. Must have at least 1 rank in Repair skill. Jamming -2 penalty to enemy alertness checks. in same or adjacent zone to the character unless otherwise noted below. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. Advanced Tech Talents: Must also have Computer (space) skill. Place ―System Rebooting‖ taggable aspect on synthetic target. 89)
Repair
New Skill: Tech Training
Characters can have a total number of talents equal to number of ranks they have in the Tech Training skill. including Biotics. ending their turn if they fail. place ―Suppressed by Tech‖ aspect on appropriate target. or passing through must roll their Stamina skill against the number of shifts. That target becomes immune to further Hacking next turn.VARIANT RULES QUICK SHEETS
Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold.
Bio-Amp Manufacturers
Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1
(Page 50)
Medicine
Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master
(Page 31)
Neural Shock Overload
Note 1: See the Spectre Gear Options (page 49. On a success. starships. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. Offensively. Substitute ranks in Tech Training for Repair skill rolls. bypass alarms. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. Must have at least 1 rank in Medicine skill. Must have at least 1 rank in Medicine skill. May be taken multiple times to stack penalty. and lasts 2 turns when activated.
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. Hacking Restrictions removed to allow repeated Hacking attempts on same target. Decryption Unlock doors. Elanus Risk Control Services A private security corp that can provide event security. All targets in the zone.

Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Unable to be used on successive turns against the same enemy. Base Jamming talent duration extends by 1 turn. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. and Armour with Shields stunt. and no ranks in either Biotic Training or Tech Training. On a success.
Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. Tactical Cloak Requires: Jamming talent.
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. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. after ―Shields are Down!‖ compelled. any level of Tactics skill. May also pay a FP to impair all attempts to attack or target you by -1 per level of Jamming you possess whilst it is active. Overload Restriction removed to allow repeated Overload attempts on same target. absorbed by armour. Attacks reduce this bonus by 1 per shift. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles.
Omni-Tool Manufacturers
Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1
(Page 50)
Omni-Tool Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master
Note 1: See the Spectre Gear Options (page 49. but must still meet all other prerequisites. MG Immunity Once per scene. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. though their armour lines are generally recognized as above average.
New Stunt: Combat Excellence
(Page 34)
This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. Tech Armour Requires: Hacking talent. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. target takes Health damage of number of shifts. including possessing an appropriate weapon. Advanced Requires: Overload talent. Armour bonus granted by Shields boosted by +3 when this talent is activated. excluding the user. 89)
Hahne-Kedar Earth-based major supplier to the Systems Alliance military.
New Stunt: MG Omni-tool
(Page 33)
MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. Their weapons are stock quality at best.VARIANT RULES QUICK SHEETS
Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. and unshielded targets must resist 3 shifts of Composure damage. the Tech Armour detonates. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. When neutralised.

VARIANT RULES QUICK SHEETS
Advanced Combat Excellence Abilities: Adrenaline Requires: Alertness and Rush Agility skills. Spend a FP to gain a +3 to your next roll. You also gain +2 shifts to damage for any attacks you make until the beginning of your next turn. Unable to use this ability in consecutive turns. Concussive Requires: Science skill. Shot Spend a FP to replicate the effects of Sledgehammer rounds (page 54, 89) until the weapon‘s ―Overheated‖ aspect is tagged. Disruptive Requires: Repair skill. Shot Add +1 Harm to weapons with ammunition that impose penalties to the Harm rating of the weapon. Fortification Requires: Repair skill; Armour with Shields stunt. Spend a FP to gain a +4 shield bonus to Armour until the end of next turn, when it then activates the ―Shields are Down!‖ tag. Hot-Swap Requires: Agility skill. Ammunition As a full round action, change from normal rounds to a variant ammunition type, or from a variant back to normal. You may not switch one variant ammo for another variant without switching to normal rounds first. Unity Requires: Resolve and Oratory skills. Once per scene, you may spend a FP to grant a consequence (1/2/4) to an ally that has been Taken Out. This is in addition to any consequences they already possess. You take a penalty to all rolls equal to the consequence rating for the next round only. Assign an aspect to the consequence as usual. You may spend another FP next round to keep the character active in the scene, but you no longer incur the consequence penalty. The character resumes their Taken Out status and the consequence is removed when no FP are spent, they take enough stress to be taken out again, or the end of scene occurs. Haliat Armoury A smaller Turian weapons manufacturer that specializes in a line of basic level weapons that are actually of high quality.

Paragons and Renegades

(Page 36)

Option 1: Skill Progression Take both the charm and intimidation skills at tier five at character creation. During refresh phase, to promote either skill further, character must have used charm or intimidation skill at least the same number of times that they have ranks in it, and they must promote the one they have used more than the other. Option 2: Status Stress Tracks Characters gain two new stress tracks, one for tracking Paragon Status, the other for tracking Renegade Status. Both tracks start 6 boxes long, but may be modified by stunts. When Spin is obtained outside of a combat situation, you can spend the +1 Spin bonus on increasing one of your Status stress track levels. You should increase the Paragon track for good or positive actions that benefit others, and the Renegade track for conduct that is selfish or callous. When a track is full, you may generate a Status consequence (1/2/4) on that track, which doesn‘t count towards your maximum number of consequences. You can have only 3 Status consequences in total, one each of Minor (+1), Moderate (+2), and Severe (+4). Give the consequence an Aspect when created, and reduce the Status track by the rating. These consequences are only able to be tagged outside of combat (by anyone), and are removed once tagged by the player. Spin generated when Status aspects are tagged by the player do not count towards further Status stress.

+1 to one of Camouflage or Signals. +1 to Signals. Gain +1 spot marker after attacking with either of the two chosen skills. and ―Power Drained‖ aspect. which causes a -1 penalty to Camouflage the following turn. +1 bonus to one of Direct Fire or Anti-Air.
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.VARIANT RULES QUICK SHEETS
New Platoon Stunts
Shield Projector Biotic Defender (Infantry)
(Page 74)
Biotic Specialist (Infantry)
+1 Tech Enhancement to Armour Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively. +1 to Hand-to-Hand.
Tech Defender (Infantry)
Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network
+1 to Command and ―Power Drained‖ aspect. +1 to one of Armour or Observation. and get a -1 penalty to Camouflage next turn. +1 to Armour and ―Power Drained‖ aspect. Geth repair their morale with Signals instead of Command. Ability to try to use a manuover to remove a free tag on an ally that is within command range.

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